Game system

ABSTRACT

An input device comprises a first storage section for storing game data, a first communication section for communicating with a game apparatus, a first reception control section for receiving game data from the game apparatus, a first write control section for storing the game data received from the first reception control section into the first storage section, and a first transmission control section for transmitting the game data stored in the first storage section to the game apparatus. The game apparatus comprises a second storage section for storing game data, a second communication section for communicating with the input device, a second transmission control section for transmitting the game data stored in the second storage section, a second reception control section for receiving game data from the input device, and a game process control section for executing a predetermined game process using the game data received by the second reception control section.

CROSS REFERENCE TO RELATED APPLICATION

The disclosure of Japanese Patent Application No. 2006-312256, filedNov. 17, 2006, is incorporated herein by reference.

BACKGROUND OF THE INVENTION

1. Field of the Invention

The present invention relates to a game system comprising a plurality ofgame apparatuses and an input device which can bidirectionallycommunicate with the game apparatus. More particularly, the presentinvention relates to transfer of game data between a plurality of gameapparatuses via an input device.

2. Description of the Background Art

Conventionally, memory cards have been used as a technique of carryingdata which is used between a plurality of game apparatuses (e.g.,“Instruction Manual for Nintendo GameCube Memory Card 251”, Nintendo,Jul. 19, 2002 (hereinafter referred to as “Non-Patent Document 1”)). Thememory card is connected to a first game apparatus, and is used to storedata resulting from a game process executed in the game apparatus (e.g.,data saved in a role playing game). Thereafter, when the memory card isconnected to a second game apparatus which can execute the same gameprocess as that described above, the same game can be executed using thedata stored by using the first game apparatus. Also in this case, whenanother memory card is connected to the second game apparatus, and dataof the same game is stored in that memory card, players can competeagainst one another or work as a team in the same game, reflecting thedata of each memory card.

However, the above-described memory card disclosed in Non-PatentDocument 1 conventionally has the following drawback. Theabove-described memory card is a mere storage medium, and can be onlycarried. In other words, for example, the memory card cannot operate agame by itself. Therefore, even when a number of players bring theirdata and meet together, they may not have a controller for performing anoperation, so that their data cannot be used.

SUMMARY OF THE INVENTION

Therefore, an object of the present invention is to provide a gamesystem in which data can be carried between a plurality of gameapparatuses and the data can be used as it is to perform an operation ina game apparatus to which the data has been carried.

Another object of the present invention is to provide a game system inwhich predetermined data is transferred between a plurality of gameapparatuses irrespective of a user's intension.

The present invention has the following features to attain the objectmentioned above. Note that reference numerals, additional descriptionsand the like inside parentheses indicate correspondence to embodimentsdescribed below for the sake of easy understanding, and do not limit thepresent invention.

A first aspect of the present invention is directed to a game systemcomprising a plurality of game apparatuses and an input device capableof bidirectional communication with the game apparatus. The input device(7) comprises a first storage section (752), a first communicationsection (75), a first reception control section (751), a first writecontrol section (751), and a first write control section (751). Thefirst storage section stores game data. The first communication sectioncommunicates with the game apparatus. The first reception controlsection receives game data from the game apparatus using the firstcommunication section. The first write control section stores the gamedata received from the first reception control section into the firststorage section. The first transmission control section transmits thegame data stored in the first storage section to the game apparatususing the first communication section. Each of the plurality of gameapparatuses (3) comprises a second storage section (33), a secondcommunication section (6), a second transmission control section (30), asecond reception control section (30), and a second reception controlsection (30). The second storage section storing predetermined data. Thesecond communication section communicates with the input device. Thesecond transmission control section transmits the game data stored inthe second storage section to the input device using the secondcommunication section. The second reception control section receivesgame data from the input device using the second communication section.The game process control section executes a predetermined game process.Here, the second storage section stores game data. The second storagesection may be added or updated with the game data received by thesecond reception control section, and thereafter, the game processcontrol section may perform a predetermined game process using the gamedata (any of the game data) stored in the second storage section.Alternatively, the game data received by the second reception controlsection may not be stored into the second storage section and may bestored into another temporary storage section, and using the data storedin the temporary storage section, a predetermined game process may beexecuted. The first and second storage sections may be non-volatilestorage means. The game data is, for example, a parameter or image dataof a character. In this case, the game process control section utilizesthe game data to perform an operation control or a display control of acharacter.

In a second aspect based on the first aspect, each of the plurality ofgame apparatuses further comprises a second write control section forstoring the game data received from the input device by the secondreception control section into the second storage section. The gameprocess control section performs a predetermined game process using thegame data stored in the second storage section. The second storagesection may be able to store a plurality of pieces of game data. In thiscase, the game process control section may perform a game process usinggame data selected by a user's operation or automatically from aplurality of pieces of game data stored in the second storage section.

In a third aspect based on the second aspect, the game process controlsection changes the game data by performing a predetermined game processusing the game data stored in the second storage section, and stores thechanged game data into the second storage section.

In a fourth aspect based on the first aspect, the input device furthercomprises an operation section, and an operational informationtransmitting section for transmitting operational information of theoperation section to the game apparatus using the first communicationsection. The game apparatus further comprises an operational informationreceiving section for receiving the operational information transmittedfrom the operational information transmitting section using the secondcommunication section. The game process control section executes apredetermined process based on the operational information. The gamedata may be data for displaying a game object (character image data,texture data, polygon data, etc.). In this case, the game processcontrol section may display a game object in a virtual space based onthe game data received by the second reception control section, and maycontrol an operation of the game object based on the operationalinformation received by the operational information receiving section.For example, the game object is controlled and moved in the virtualspace based on the operational information. Further, the game data maybe a parameter of a game object. In this case, the game process controlsection may set a parameter of a game object based on the game datareceived by the second reception control section, and may control anoperation of the game object based on the operational informationreceived by the operational information reception control section. Forexample, the parameter is ability data of the game object. A battlecommand for the game object may be determined based on the operationalinformation, and a virtual process of a battle with an opponent objectmay be executed based on the battle operation determined by the battlecommand and the ability data.

In a fifth aspect based on the fourth aspect, a plurality of the inputdevices can be connected to the game apparatus. The game process controlsection performs a process using game data stored in the first storagesection of an input device which has transmitted the operationalinformation, based on the operational information of each of theconnected input devices. For example, it is assumed that there are inputdevices A and B. A game process is performed based on operationalinformation A of the input device A using game data stored in a firststorage section A of the input device A. A game process is performedbased on operational information B of the input device B using game datastored in a first storage section B of the input device B.

In a sixth aspect based on the fourth aspect, the game system includes aplurality of the input devices. The input device and the game apparatusexecute a process of connecting the input device to the game apparatus,in cooperation with each other. The second reception control sectionreceives game data from the input device connected to the game apparatusto which the second reception control section belongs by the connectionprocess. The operational information receiving section receivesoperational information from the input device connected to the gameapparatus to which the operational information receiving section belongsby the connection process. Here, the “connection process” refers to aprocess in which an input device and a game appartus communicate witheach other to, for example, exchange identification information witheach other, so that one of them determines the other as a communicationend (authentication is performed as required). For example, when aninput device and a game apparatus communicate with each other viaBluetooth®, a communication link is established between the input deviceand the game apparatus with a procedure defined in the specification ofthe Bruetooth®. Note that the communication method is not limited toBruetooth®, and any communication method, such as Wi-Fi® (wirelessfidelity) or the like, is available. Wireless communication ispreferable.

In a seventh aspect based on the sixth aspect, the input device furthercomprises an identification information storing means for storingidentification information. The input device and the game apparatusperforms, in cooperation with each other, a registration process inwhich the identification information of the input device is registeredinto the game apparatus so as to enable the input device to be connectedto the game apparatus. The registration process includes a firstregistration process of registering, into the game apparatus, theidentification information of the input device which can be connected tothe game apparatus, in a non-volatile manner, and a second registrationprocess of registering, into the game apparatus, the identificationinformation of the input device which can be connected to the gameapparatus, in a volatile manner. In the connection process, the inputdevice transmits, to the game apparatus, connection request data addedwith the identification information of the input device, and the gameapparatus executes the connection process under a condition that theidentification information included in the connection request data isidentification information registered by the first registration processor the second registration process.

In an eighth aspect based on the sixth aspect, the game apparatusperforms the connection process with respect to a plurality of the inputdevices so as to connect the plurality of the input devices thereto. Thegame apparatus and the input device connected to the game apparatus holdconnection identification information for identifying the respectiveconnections. The operational information transmitting section transmitsoperational information added with the connection identificationinformation indicating the connection with the input device to which theoperational information transmitting section belongs and the gameapparatus. The first transmission control section transmits game dataadded with the connection identification information indicatingconnection between the input device to which the first transmissioncontrol section belongs and the game apparatus. The operationalinformation receiving section receives the operational information addedwith the connection identification information indicating connectionbetween the game apparatus to which the operational informationreceiving section belongs and any of the input devices which isconnected to the game apparatus to which the operational informationreceiving section belongs. The second reception control section receivesgame data added with the connection identification informationindicating connection between the game apparatus to which the secondreception control section belongs and any of the input devices which isconnected to the game apparatus to which the second reception controlsection belongs. The game apparatus further comprises a storage controlsection for storing the game data received by the second receptioncontrol section into a predetermined storage section for each piece ofthe connection identification information which is added to the gamedata. The game process control section performs a process for each pieceof the connection identification information using the game data storedin the predetermined storage section corresponding to the connectionidentification information based on the operational information to whichthe connection identification information is added. Here, the connectionidentification information may be link identification information, suchas a connection handle or the like. The storage control section maystore a set of connection identification information and game data, oralternatively, may convert connection identification information intoother information, and store a set of the converted information (channelnumber information) and game data.

In a ninth aspect based on the sixth aspect, the game apparatus performsthe connection process with respect to a plurality of the input devicesso as to connect the plurality of the input devices thereto. The inputdevice holds identification information thereof, and the game apparatusholds the identification information of the input device connectedthereto. The operational information transmitting section transmitsoperational information added with the identification information of theinput device to which the operational information transmitting sectionbelongs. The first transmission control section transmits game dataadded with the identification information of the input device to whichthe first transmission control section belongs. The operationalinformation receiving section receives the operational information addedwith the identification information held by any of the input devices.The second reception control section receives game data added with theidentification information held by any of the input devices. The gameapparatus further comprises a storage control section for storing thegame data received by the second reception control section into apredetermined storage section for each piece of the identificationinformation which is added to the game data. The game process controlsection performs a process for each piece of the connectionidentification information using the game data stored in thepredetermined storage section corresponding to the connectionidentification information based on the operational information to whichthe identification information is added. Note that the identificationinformation may be a Bluetooth® address or a MAC address, oridentification information which is uniquely added to each apparatus.

In a tenth aspect based on the eighth aspect, the game process controlsection comprises a selection section for causing a user to select, foreach piece of the connection identification information, desired datafrom the game data stored in the predetermined storage sectioncorresponding to the connection identification information, based on theoperational information added with the connection identificationinformation. The game process control section performs, for each pieceof the connection identification information, a process using the gamedata selected by the selection section corresponding to the connectionidentification information, based on the operational information addedwith the connection identification information. Note that the selectionsection may cause a user to select, for each piece of the connectionidentification information, desired data from the game data stored inthe predetermined storage section corresponding to the connectionidentification information and the game data stored in the secondstorage section, based on the operational information added with theconnection identification information.

In an eleventh aspect based on the ninth aspect, the game processcontrol section comprises a selection section for causing a user toselect, for each piece of the identification information, desired datafrom the game data stored in the predetermined storage sectioncorresponding to the identification information, based on theoperational information added with the identification information. Thegame process control section performs, for each piece of theidentification information, a process using the game data selected bythe selection section corresponding to the connection identificationinformation, based on the operational information added with theidentification information.

In a twelfth aspect based on the first aspect, the game process controlsection further comprises a generation process section for generatinggame data. The second write control section stores the game datagenerated by the generation process section into the second storagesection. Note that the generation process section may generate new gamedata based on the game data received from the input device from thesecond reception control section. A game process may be executed usingthe game data received from the input device based on the operationalinformation received from the input device, thereby changing the gamedata. For example, the game data is a parameter of a player character.The generation process section changes the parameter by performing agame process using operational information received from the inputdevice, and transmits the changed parameter to the input device. Theinput device stores the parameter into the first storage section.Thereafter, the input device transmits the parameter stored in the firststorage section to the game apparatus. The game apparatus which hasreceived the parameter executes the game process using the operationalinformation received from the input device using the received parameter,and further, changes the parameter. (Thereafter, further, the changedparameter is transmitted to the input device.)

In a thirteenth aspect based on the fourth aspect, the firsttransmission control section transmits the game data stored in the firststorage section irrespective of the presence or absence of theoperational information of the operation section.

In a fourteenth aspect based on the thirteenth aspect, the gameapparatus further comprises a transmission requesting section fortransmitting a data transmission request for transmission of game datawith respect to the input device irrespective of the presence or absenceof the operational information. The input device further comprises adata transmission request receiving section for receiving the datatransmission request transmitted from the transmission requestingsection. The first transmission control section transmits the game datastored in the first storage section when the data transmission requestreceiving section receives the data transmission request.

In a fifteenth aspect based on the fourth aspect, the secondtransmission control section transmits the game data stored in thesecond storage section irrespective of the presence or absence of user'soperational information.

In a sixteenth aspect based on the sixth aspect, the first transmissioncontrol section, when the input device to which the first transmissioncontrol section belongs is connected to the game apparatus by theconnection process, transmits the game data stored in the first storagesection to the connected game apparatus.

In a seventeenth aspect based on the sixth aspect, the secondtransmission control section, when the game apparatus to which thesecond transmission control section belongs is connected to the inputdevice by the connection process, transmits the game data stored in thesecond storage section to the connected input device.

In an eighteenth aspect based on the sixth aspect, the game apparatusfurther comprises a transmission requesting section for transmitting adata transmission request for transmission of game data to the inputdevice when the game apparatus to which the transmission requestingsection belongs is connected to the input device by the connectionprocess. The input device further comprises a data transmission requestreceiving section for receiving the data transmission requesttransmitted from the transmission requesting section. The firsttransmission control section transmits the game data stored in the firststorage section when the data transmission request receiving sectionreceives the data transmission request.

In a nineteenth aspect based on the fourth aspect, predetermined datastored in the second storage section includes data belonging to a firstgroup and data belonging to a second group. The game apparatus furthercomprises a first selection section for selecting, based on a user'soperation, at least one piece of game data from game data belonging tothe first group of the game data stored in the second storage section,and a second selection section for automatically selecting at least onepiece of game data from the game data stored in the second storagesection. The second transmission control section transmits the game dataselected by the first selection section and the game data selected bythe second selection section to the input device. The game data selectedby the first selection section and the game data selected by the secondselection section are distinguishably transmitted. The first receptioncontrol section receives the game data selected by the first selectionsection and the game data selected by the second selection section. Thefirst write control section writes the game data selected by the firstselection section and the game data selected by the second selectionsection of the game data received by the first reception control sectionas game data belonging to the first group and game data belonging to thesecond group, respectively, into the first storage section. The gameapparatus further comprises a third selection section for selecting,based on a user's operation, at least one piece of game data from thegame data belonging to the first group stored in the first storagesection, and a fourth selection section for automatically selecting atleast one piece of game data from the game data stored in the firststorage section. The second write control section writes the game dataselected by the third selection section as data belonging to the firstgroup into the second storage section, and writes the game data selectedby the fourth selection section as game data belonging to the secondgroup into the second storage section. Note that the first selectionsection and the third selection section perform selection based on auser's operation. For example, the selection is performed based onoperational information of an operation section of the input devicereceived by the operational information receiving section. Theseselection sections typically display a list of the game data belongingto the first group stored in the first storage section or the secondstorage section, and perform selection from the list based on a user'soperation. The third selection section displays the list using any ofthe following methods.

(1) The first transmission control section transmits game data of thefirst storage section (only game data belonging to the first groupand/or game data belonging to the second group) to the game apparatus,and the game data is received by the second reception control section.The third selection section displays a list based on the received gamedata (only game data belonging to the first group when game databelonging to the second group is included).

(2) Index data of the game data stored in the first storage section isstored. The index data is transmitted to the game apparatus by the inputdevice using the first communication section. In the game apparatus, theindex data is received using the second communication section. The thirdselection section displays a list based on the transmitted index data(only the index data of game data belonging to the first group when theindex data of game data belonging to the second group is included). Thesecond selection section automatically selects at least one piece ofgame data from the game data stored in the second storage section, oralternatively, from the game data belonging to the second group or a setof the game data belonging to the first group and the game databelonging to the second group. Note that selection may be preferablyperformed from a set including at least one piece of game data belongingto the second group. All pieces of game data stored in the secondstorage section may be selected. All pieces of game data belonging tothe second group of the game data stored in the second storage sectionmay be selected. The game data selected by the first selection sectionmay or may not be excluded. The fourth selection section automaticallyselects at least one piece of game data from the game data stored in thefirst storage section, or may be selected from the game data belongingto the second group or a set including the game data belonging to thefirst group and the game data belonging to the second group. Note thatselection may be preferably performed from a set including at least onepiece of game data belonging to the second group. All pieces of gamedata stored in the first storage section may be selected. All pieces ofgame data belonging to the second group stored in the first storagesection may be selected. Game data selected by the third selectionsection may or may not be excluded. The fourth selection sectionautomatically selects at least one piece of game data from the game datastored in the first storage section, and game data belonging to thefirst group is received when the above-described list is displayed.However, if game data belonging to the second group (or index data) hasnot been received, the game data (or index data) is newly received andselected. The second write control section writes game data selected bythe third selection section or the fourth selection section into thesecond storage section. This is achieved by any of the followingmethods.

(1) When selected game data has already been received for display of theabove-described list, the game data which has already been received iswritten into the second storage section.

(2) When selected game data has not been received (only index data hasbeen received), control data for instructing to transmit game datacorresponding to selected index data is transmitted to the input device.The input device receives the control data and transmits game datacorresponding to the index data using the first transmission controlsection. The second reception control section receives the game data,and the second write control section stores the game data into thesecond storage section.

In a twentieth aspect based on the fourth aspect, the game apparatusfurther comprises a first user selection section for selecting at leastone pieces of game data from the game data stored in the first storagesection based on an user's operation, and a first automatic selectionsection for automatically selecting at least one piece of game data fromthe game data stored in the first storage section. The second writecontrol section writes the game data selected by the first userselection section and the game data selected by the second userselection section into the second storage section. Here, the first userselection section performs selection based on a user's operation. Forexample, the selection is performed based on operational information ofan operation section of the input device received by the operationalinformation receiving section. The selection section typically displaysa list of the game data stored in the first storage section (all piecesof game data, or game data satisfying a predetermined condition, storedin the first storage section), and performs selection from the listbased on a user's operation. The first user selection section displaysthe list using any of the following methods.

(1) The first transmission control section transmits game data of thefirst storage section (including only game data to be selected by auser, or in addition, game data not to be selected by a user) to thegame apparatus, and the game data is received by the second receptioncontrol section. The first user selection section displays a list basedon the received game data (only game data to be selected by a user whengame data not to be selected by a user is included).

(2) Index data of the game data stored in the first storage section isstored. The index data (including only game data to be selected by auser, or in addition, game data not to be selected by a user) istransmitted to the game apparatus by the input device using the firstcommunication section. In the game apparatus, the index data is receivedusing the second communication section. The first user selection sectiondisplays a list based on the transmitted index data (only game data tobe selected by a user when game data not to be selected by a user isincluded).

The first automatic selection section automatically selects at least onepiece of game data from the game data stored in the first storagesection, or alternatively, from the game data to be selected by a user,the game data not to be selected by a user, or a set of the game data tobe selected by a user and the game data not to be selected by a user.Note that selection may be preferably performed from a set including atleast one piece of game data not to be selected by a user. All pieces ofgame data stored in the first storage section may be selected. Allpieces of game data not to be selected by a user of the game data storedin the first storage section may be selected. The game data selected bythe first user selection section may or may not be excluded. The firstautomatic selection section automatically selects at least one piece ofgame data from the game data stored in the first storage section.However, if game data (or index data) not to be selected by a user hasnot been received, the game data (or index data) is newly received andselected. The second write control section writes game data selected bythe first user selection section or the first automatic selectionsection into the second storage section. This is achieved by any of thefollowing methods.

(1) When selected game data has already been received for display of theabove-described list, the game data which has already been received iswritten into the second storage section.

(2) When selected game data has not been received (only index data hasbeen received), control data for instructing to transmit game datacorresponding to selected index data is transmitted to the input device.The input device receives the control data and transmits game datacorresponding to the index data using the first transmission controlsection. The second reception control section receives the game data,and the second write control section stores the game data into thesecond storage section.

In a twenty-first aspect based on the twentieth aspect, the gameapparatus further comprises a second user selection section forselecting at least one piece of game data from the game data stored inthe second storage section based on a user's operation, and a secondautomatic selection section for automatically selecting at least onepiece of game data from the game data stored in the second storagesection. The second transmission control section transmits the game dataselected by the first selection section and the game data selected bythe second selection section to the input device. The first receptioncontrol section receives the game data selected by the first selectionsection and the game data selected by the second selection section. Thefirst write control section writes the game data selected by the seconduser selection section and the game data selected by the secondautomatic selection section, both pieces of the game data having beenreceived by the first reception control section, into the first storagesection.

In a twenty-second aspect based on the twentieth aspect, the secondwrite control section can write data belonging to a first group and databelonging to a second group separately into the second storage section,and writes the game data selected by the first user selection section asdata belonging to the first group into the second storage section, andthe game data selected by the first automatic selection section as gamedata belonging to the second group into the second storage section.

In a twenty-third aspect based on the nineteenth aspect, the gameprocess control section further comprises a generation process sectionfor generating game data. The second write control section stores thegame data generated by the generation process section as data belongingto the first group into the second storage section.

In a twenty-fourth aspect based on the twenty-second aspect, the gameprocess control section further comprises a generation process sectionfor generating game data. The second write control section stores thegame data generated by the generation process section as data belongingto the first group into the second storage section.

In a twenty-fifth aspect based on the fourth aspect, the game apparatusfurther comprises a first selection section for selecting, based on auser's operation, at least one piece of game data from the game datastored in the second storage section, and a second selection section forautomatically selecting at least one piece of game data from the gamedata stored in the second storage section. The second transmissioncontrol section transmits the game data selected by the first selectionsection and the game data selected by the second selection section tothe input device. The game data selected by the first selection sectionand the game data selected by the second selection section aredistinguishably transmitted. The first reception control sectionreceives the game data selected by the first selection section and thegame data selected by the second selection section. The first writecontrol section writes the game data selected by the first selectionsection and the game data selected by the second selection section ofthe game data received by the first reception control section as gamedata belonging to the first group and game data belonging to the secondgroup, respectively, into the first storage section. The game apparatusfurther comprises a fourth selection section for automatically selectingat least one piece of game data from the game data stored in the firststorage section, and a second write control section for storing the gamedata selected by the fourth selection section into the second storagesection. The game process control section performs a predetermined gameprocess based the operational information received by the operationalinformation receiving section using game data belonging to the firstgroup of the game data stored in the first storage section.

In a twenty-sixth aspect based on the nineteenth aspect, the gameapparatus further comprises a player character data selecting sectionfor selecting game data relating to a player character from the databelonging to the first group of the game data stored in the secondstorage section, a non-player character data selecting section forselecting game data relating to a non-player character from the databelonging to the second group of the game data stored in the secondstorage section, and an object control section for causing the playerobject and the non-player object to appear in a virtual space using thedata relating to the player object selected by the player character dataselecting section and the data relating to the non-player objectselected by the non-player character data selecting section. Note thatthe player character data selecting section may select game datarelating to a player character from the data belonging to the firstgroup of the game data stored in the second storage section based on auser's selection operation, or alternatively, game data relating to aplayer character may be automatically selected by a predeterminedalgorithm. The non-player character data selecting section may selectgame data relating to a non-player character from the data belonging tothe first group of the game data stored in the second storage sectionbased on a user's selection operation, or alternatively, game datarelating to a non-player character may be automatically selected by apredetermined algorithm.

In a twenty-seventh aspect based on the twenty-second aspect, the gameapparatus further comprises a player character data selecting sectionfor selecting game data relating to a player character from the databelonging to the first group of the game data stored in the secondstorage section, a non-player character data selecting section forselecting game data relating to a non-player character from the databelonging to the second group of the game data stored in the secondstorage section, and an object control section for causing the playerobject and the non-player object to appear in a virtual space using thedata relating to the player object selected by the player character dataselecting section and the data relating to the non-player objectselected by the non-player character data selecting section. Note thatthe player character data selecting section may select game datarelating to a player character from the data belonging to the firstgroup of the game data stored in the second storage section based on auser's selection operation, or alternatively, game data relating to aplayer character may be automatically selected by a predeterminedalgorithm. The non-player character data selecting section may selectgame data relating to a non-player character from the data belonging tothe first group of the game data stored in the second storage sectionbased on a user's selection operation, or alternatively, game datarelating to a non-player character may be automatically selected by apredetermined algorithm.

In a twenty-eighth aspect based on the twenty-fourth aspect, the gameapparatus further comprises a player character data selecting sectionfor selecting game data relating to a player character from the databelonging to the first group of the game data stored in the secondstorage section, a non-player character data selecting section forselecting game data relating to a non-player character from the databelonging to the second group of the game data stored in the secondstorage section, and an object control section for causing the playerobject and the non-player object to appear in a virtual space using thedata relating to the player object selected by the player character dataselecting section and the data relating to the non-player objectselected by the non-player character data selecting section. Note thatthe player character data selecting section may select game datarelating to a player character from the data belonging to the firstgroup of the game data stored in the second storage section based on auser's selection operation, or alternatively, game data relating to aplayer character may be automatically selected by a predeterminedalgorithm. The non-player character data selecting section may selectgame data relating to a non-player character from the data belonging tothe first group of the game data stored in the second storage sectionbased on a user's selection operation, or alternatively, game datarelating to a non-player character may be automatically selected by apredetermined algorithm.

In a twenty-ninth aspect based on the nineteenth aspect, the gameprocess control section further comprises an editing process section forediting the game data stored in the second storage section. The editingprocess section can edit only the data belonging to the first group ofthe game data stored in the second storage section.

In a thirtieth aspect based on the twenty-second aspect, the gameprocess control section further comprises an editing process section forediting the game data stored in the second storage section. The editingprocess section can edit only the data belonging to the first group ofthe game data stored in the second storage section.

In a thirty-first aspect based on the twenty-fourth aspect, the gameprocess control section further comprises an editing process section forediting the game data stored in the second storage section. The editingprocess section can edit only the data belonging to the first group ofthe game data stored in the second storage section.

In a thirty-second aspect based on the nineteenth aspect, the gameapparatus further comprises a user designation section for selectinggame data from the data belonging to the first group of the game datastored in the second storage section based on a user's operation, and anautomatic designation section for automatically selecting game data fromthe data belonging to the second group of the game data stored in thesecond storage section. The game process control section performs apredetermined game process using the data selected by the userdesignation section and the data selected by the automatic designationsection.

In a thirty-third aspect based on the twenty-second aspect, the gameapparatus further comprises a user designation section for selectinggame data from the data belonging to the first group of the game datastored in the second storage section based on a user's operation, and anautomatic designation section for automatically selecting game data fromthe data belonging to the second group of the game data stored in thesecond storage section. The game process control section performs apredetermined game process using the data selected by the userdesignation section and the data selected by the automatic designationsection.

In a thirty-fourth aspect based on the twenty-fourth aspect, the gameapparatus further comprises a user designation section for selectinggame data from the data belonging to the first group of the game datastored in the second storage section based on a user's operation, and anautomatic designation section for automatically selecting game data fromthe data belonging to the second group of the game data stored in thesecond storage section. The game process control section performs apredetermined game process using the data selected by the userdesignation section and the data selected by the automatic designationsection.

In a thirty-fifth aspect based on the nineteenth aspect, the fourthselection section performs the selection from a set including at leastone piece of data of the data belonging to the first group and at leastone piece of data of the data belonging to the second group of the gamedata of the first storage section. The second write control sectionstores the game data selected by the fourth selection section as databelonging to the second group into the second storage section, no matterwhether the game data selected by the fourth selection section is databelonging to the first group or data belonging to the second group inthe first storage section.

In a thirty-sixth aspect based on the nineteenth aspect, the secondselection section performs the selection from a set including at leastone piece of data of the data belonging to the first group and at leastone piece of data of the data belonging to the second group of the gamedata of the second storage section. The first write control sectionstores the game data selected by the second selection section as databelonging to the second group into the first storage section, no matterwhether the game data selected by the second selection section is databelonging to the first group or data belonging to the second group inthe second storage section.

In a thirty-seventh aspect based on the thirty-fifth aspect, the gameapparatus further comprises a forbiddance information setting sectionfor adding, to the data belonging to the first group stored in thesecond storage section, move forbiddance information indicatingforbiddance of moving the data to other game apparatuses. The firstcommunication section does not transmit the data added with the moveforbiddance information of the data stored in the first storage section.

In a thirty-eighth aspect based on the nineteenth aspect, the gameapparatus further comprises an erase selection section for selectingdata to be erased, from the data belonging to the first group stored inthe second storage section, based on a user's operation. The gameapparatus changes data to be erased which is selected by the eraseselection section into data belonging to the second group.

In a thirty-ninth aspect based on the twenty-second aspect, the gameapparatus further comprises an erase selection section for selectingdata to be erased, from the data belonging to the first group stored inthe second storage section, based on a user's operation. The gameapparatus changes data to be erased which is selected by the eraseselection section into data belonging to the second group.

In a fortieth aspect based on the twenty-eighth aspect, the game data isdata relating to a facial image of a player object.

According to the present invention, data of a game played by a user canbe stored into an input device, which can be in turn carried. Therefore,when a user transfers its own data to a game apparatus possessed byanother user, a game or the like can be operated in the game apparatusof the other user, thereby making it possible to improve user'sconvenience. Further, each input device can be used in association withdata which has been stored in the input device.

Furthermore, only by a user carrying and connecting an input device to agame apparatus possessed by another user, predetermined data can bestored into the game apparatus of the other user without the intentionof the user.

These and other objects, features, aspects and advantages of the presentinvention will become more apparent from the following detaileddescription of the present invention when taken in conjunction with theaccompanying drawings.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is an external view of a game system 1 according to an embodimentof the present invention;

FIG. 2 is a block diagram of a game apparatus 3 of FIG. 1;

FIG. 3 is a perspective view of a controller 7 of FIG. 1 as viewed fromthe top and the rear;

FIG. 4 is a perspective view of the controller 7 of FIG. 3 as viewedfrom the bottom and the front;

FIG. 5 is a perspective view of the controller 7 of FIG. 3 where anupper housing thereof is cut away;

FIG. 6 is a perspective view of the controller 7 of FIG. 3 where a lowerhousing thereof is cut away;

FIG. 7 is a block diagram illustrating a configuration of the controller7 of FIG. 3;

FIG. 8 is a diagram for describing an outline of a process oftransferring a character image in a first embodiment;

FIG. 9 is a diagram for describing an outline of the process oftransferring a character image in the first embodiment;

FIG. 10 is a diagram for describing an outline of the process oftransferring a character image in the first embodiment;

FIG. 11 is a diagram illustrating a memory map of a memory 752 of thecontroller 7;

FIG. 12 is a diagram illustrating a memory map of a flash memory 38 ofthe game apparatus main body 3;

FIG. 13 is a diagram illustrating a memory map of a main memory 33 ofthe game apparatus main body 3;

FIG. 14 is a flowchart illustrating a character data transferringprocess of a character editor;

FIG. 15 is a flowchart illustrating a character image transferringprocess when a game process is executed;

FIG. 16 is a diagram for describing an outline of a transfer process viaa network according to a second embodiment;

FIG. 17 is a flowchart illustrating a process of transferring characterdata according to the second embodiment;

FIG. 18 is a diagram illustrating a flow of transmission and receptionof a distribution mail; and

FIG. 19 is a flowchart illustrating a detail of a game process accordingto a third embodiment.

DESCRIPTION OF THE PREFERRED EMBODIMENTS

Hereinafter, embodiments of the present invention will be described withreference to the accompanying drawings. Note that the present inventionis not restricted by the embodiments.

First Embodiment

An information processing apparatus according to an embodiment of thepresent invention will be described with reference to FIG. 1.Hereinafter, as a specific example, a game system including a stationarygame apparatus as an example of the information processing apparatuswill be described. Note that FIG. 1 is an external view of a game system1 including a stationary game apparatus main body 3, and FIG. 2 is ablock diagram of the game apparatus 3. Hereinafter, the game system 1will be described.

In FIG. 1, the game system 1 comprises a television set for home use(hereinafter referred to as a monitor) 2 as an exemplary display means,and the stationary game apparatus main body 3 connected to the monitor 2via a connection cord. The monitor 2 comprises a loudspeaker 2 a foroutputting sound based on an audio signal output from the game apparatusmain body 3. The game apparatus main body 3 comprises an optical disc 4which stores a game program as an exemplary information processingprogram of the present invention, the game apparatus main body 3including a computer for executing the game program of the optical disc4 and outputting and displaying a game screen on the monitor 2, and acontroller 7 for inputting, to the game apparatus main body 3,operational information required for a game, such as an image of acharacter displayed on the game screen or the like.

The game apparatus main body 3 includes a communication unit 6. Thecommunication unit 6 receives data which is wirelessly transmitted fromthe controller 7, and transmits data from the game apparatus main body 3to the controller 7, i.e., connects the controller 7 and the gameapparatus main body 3 via wireless communication. The optical disc 4which is an exemplary information storing medium changeable with respectto the game apparatus main body 3 is detachably attached to the gameapparatus main body 3. On a front major surface of the game apparatusmain body 3, a power ON/OFF switch for the game apparatus main body 3, agame process reset switch, a slot through which the optical disc 4 isdetached or attached, an eject switch for removing the optical disc 4through the slot of the game apparatus main body 3, and the like areprovided.

A flash memory 38 which functions as a backup memory for fixedly storingsaved data or the like is provided in the game apparatus main body 3.The game apparatus main body 3 executes a game program or the likestored on the optical disc 4, and displays a result of the execution asa game image on the monitor 2. The game apparatus main body 3 can alsoreproduce a game state which was executed in the past, using the saveddata stored in the flash memory 38, and display a game image on themonitor 2. The player of the game apparatus main body 3 can enjoy eventsof the game by operating the controller 7 while watching the game imagedisplayed on the monitor 2.

The controller 7 wirelessly transmits transmission data, such asoperational information or the like, to the game apparatus main body 3including the communication unit 6 using, for example, the Bluetooth®technique. The controller 7 is an operation means for mainly operating aplayer character or the like appearing in a game space displayed on thedisplay screen of the monitor 2. The controller 7 is provided with ahousing having a size which allows the player to hold the controller 7with one hand, and a plurality of operation buttons (including a crosskey, a stick, and the like) provided and exposed on a surface of thehousing. The controller 7 also comprises an image capture informationcomputing section 74 for capturing an image viewed from the controller 7as specifically described below. As exemplary objects whose images to becaptured by the image capture information computing section 74, two LEDmodules (hereinafter referred to as markers) 8L and 8R are provided inthe vicinity of the display screen of the monitor 2. The markers 8L and8R each emit infrared light toward the front of the monitor 2. A uniqueID for the controller 7 is stored in the controller 7 in a non-volatilemanner.

The game apparatus main body 3 (the communication unit 6) and thecontroller (a communication section 75) can be connected to each othervia communication to communicate various data therebetween.Specifically, the game apparatus main body 3 can transmit control dataor game data (game data in a main memory 33 or the flash memory 38) tothe controller 7, while the controller 7 can transmit operationalinformation or game data (game data in a memory 752) of an operationsection 72 to the game apparatus main body 3. Note that, when game datais transmitted from the game apparatus main body 3 to the controller 7,a control signal indicating the transmission is transmitted from thegame apparatus main body 3 to the controller 7. The control signaldesignates an address of the memory 752 at which the game data is to bestored. When game data is transmitted from the controller 7 to the gameapparatus main body 3, a control signal requesting the transmission isinitially transmitted from the game apparatus main body 3 to thecontroller 7, and in response to the control signal, the game data istransmitted from the controller 7 to the game apparatus 3. The controlsignal designates an address of the memory 752 at which the game data isread out. The controller 7 can also receive transmission data wirelesslytransmitted from the communication unit 6 of the game apparatus mainbody 3 using the communication section 75, and generate sound orvibration depending on the transmission data.

In FIG. 2, the game apparatus main body 3 comprises, for example, a CPU(Central Processing Unit) 30 which executes various programs. The CPU 30executes a boot program stored in a boot ROM (not shown) and performs,for example, initialization of memories, such as a main memory 33 andthe like, before executing a game program stored on the optical disc 4,and performs a game process or the like corresponding to the gameprogram. A GPU (Graphics Processing Unit) 32, the main memory 33, a DSP(Digital Signal Processor) 34, an ARAM (Audio RAM) 35, and the like areconnected via a memory controller 31 to the CPU 30. The communicationunit 6, a video I/F (interface) 37, the flash memory 38, an audio I/F39, and a disk I/F 41 are connected via a predetermined bus to thememory controller 31. The monitor 2, an external memory card 5, theloudspeaker 2 a, and a disk drive 40 are connected to the video I/F(interface) 37, the flash memory 38, the audio I/F 39, and the disk I/F41, respectively. Note that the main memory 33 is a volatile memory,which loses stored data if power is not supplied.

The GPU 32 performs image processing based on a command from the CPU 30,and comprises, for example, a semiconductor chip which performs acalculation process required for 3D graphics display. The GPU 32performs image processing using a memory specialized for imageprocessing (not shown) or a memory area which is a portion of the mainmemory 33. The GPU 32 uses these to generate game image data or movievideo to be displayed on the monitor 2, and outputs the data via thememory controller 31 and the video I/F 37 to the monitor 2, as required.

The main memory 33 is a memory area which is used by the CPU 30, andstores a game program or the like required for a process by the CPU 30,as required. For example, the main memory 33 stores a game program,various data, or the like read from the optical disc 4 by the CPU 30.The game program, the various data, or the like stored in the mainmemory 33 are executed by the CPU 30.

The DSP 34 processes sound data or the like which is generated by theCPU 30 when a game program is executed. The ARAM 35 for storing thesound data or the like is connected to the DSP 34. The ARAM 35 is usedwhen the DSP 34 performs a predetermined process (e.g., storage of aread-ahead game program or sound data). The DSP 34 reads sound datastored in the ARAM 35, and outputs the data via the memory controller 31and the audio I/F 39 to the loudspeaker 2 a included in the monitor 2.

The memory controller 31 performs a centralized control of datatransfer. The above-described various I/Fs are connected to the memorycontroller 31. The communication unit 6 is connected via theabove-described bus to the game apparatus main body 3. As describedabove, the communication unit 6 receives transmission data from thecontroller 7, and outputs the transmission data to the CPU 30. Thecommunication unit 6 also transmits transmission data output from theCPU 30 to the communication section 75 of the controller 7. The monitor2 is connected to the video I/F 37. The loudspeaker 2 a included in themonitor 2 is connected to the audio I/F 39 so that sound data read fromthe ARAM 35 by the DSP 34 or sound data directly output from the discdrive 40 can be output from the loudspeaker 2 a. The disc drive 40 isconnected to the disc I/F 41. The disc drive 40 reads data stored at apredetermined read-out position on the optical disc 4, and outputs thedata to the bus and the audio I/F 39 of the game apparatus main body 3.

The controller 7 will be described with reference to FIGS. 3 and 4. Notethat FIG. 3 is a perspective view of the controller 7 as viewed from thetop and the rear. FIG. 4 is a perspective view of the controller 7 asviewed from the bottom and the front.

In FIGS. 3 and 4, the controller 7 has a housing 71, and an operationsection 72 comprising a plurality of operation buttons provided on asurface of the housing 71. The housing 71 of this example is in theshape of substantially a rectangular parallelepiped where afront-to-rear direction is a longitudinal direction. The whole housing71 has a size which allows an adult and a child to hold the controller 7with one hand. The housing 71 is formed by, for example, plasticmolding.

A cross key 72 a is provided on a central portion closer to a frontsurface of an upper surface of the housing 71. The cross key 72 a is afour-direction push switch in the shape of a cross, and has operationportions corresponding to the respective four directions (frontward,rearward, leftward, and rightward), the operation portions beingprovided at the respective projecting pieces of the cross which arearranged at intervals of 90°. Any one of the frontward, rearward,leftward and rightward directions is selected by a player pushing down acorresponding one of the operation portions of the cross key 72 a. Forexample, by a player operating the cross key 72 a, a movement directionof a player character or the like appearing in a virtual game world canbe designated, or one can be selected and designated from a plurality ofoptions.

Note that the cross key 72 a is an operation section which outputs anoperation signal, depending on the above-described direction inputoperation by the player, or may be an operation section of otherembodiments. For example, an operation section may be provided in whichfour push switches are disposed in cross directions, and an operationsignal is output, depending on a push switch pushed down by the player.In addition to the four push switches, a center switch may be providedat an intersection position of the cross directions, i.e., a complexoperation section comprising the four push switches and the centerswitch may be provided. Also, instead of the cross key 72 a, anoperation section may be provided which outputs an operation signal,depending on a tilt direction of a tiltable stick (so-called joystick)which projects from the upper surface of the housing 71. Also, insteadof the cross key 72 a, an operation section may be provided whichoutputs an operation signal, depending on a slide direction of andisc-like member which can be moved in a horizontal direction. Also, atouch pad may be provided instead of the cross key 72 a.

A plurality of operation buttons 72 b to 72 g are provided at the rearof the cross key 72 a on the upper surface of the housing 71. Theoperation buttons 72 b to 72 g are operation sections which outputoperation signals assigned to the respective operation buttons 72 b to72 g when a player pushes down the head portions of the respectivebuttons. For example, functions of a 1st button, a 2nd button, an Abutton, and the like are assigned to the operation buttons 72 b to 72 d.Functions of a minus switch, a home switch, a plus button, and the likeare assigned to the operation buttons 72 e to 72 g. The operationbuttons 72 a to 72 g are assigned the respective functions, depending ona game program executed by the game apparatus main body 3. Note that, inthe exemplary arrangement of FIG. 3, the operation buttons 72 b to 72 dare aligned on a central portion in a front-to-rear direction of theupper surface of the housing 71. The operation buttons 72 e to 72 g arealigned in a lateral direction on the upper surface of the housing 71and between the operation buttons 72 b and 72 d. The operation button 72f is a button of a type whose upper surface is buried below the uppersurface of the housing 71 so that a player is prevented fromunintentionally and erroneously pushing down the button.

Also, an operation button 72 h is provided at the front of the cross key72 a on the upper surface of the housing 71. The operation button 72 his a power supply switch which remotely switches ON/OFF a power supplyfor the game apparatus main body 3. The operation button 72 h is also abutton of the type whose upper surface is buried below the upper surfaceof the housing 71 so that a player is prevented from unintentionally anderroneously pushing down the button.

A plurality of LEDs 702 are provided at the rear of the operation button72 c of the upper surface of the housing 71. Here, the controller 7 isassigned controller identification (number) so as to distinguish it fromother controllers 7. For example, the LEDs 702 are used so as to informa player of controller identification currently set for the controller7. Specifically, when transmission data is transmitted from thecontroller 7 to the communication unit 6, one of the LEDs 702 is turnedON, depending on the controller identification.

Also, sound holes through which sound is emitted from a loudspeaker (aloudspeaker 706 of FIG. 5) described below to the outside are formedbetween the operation button 72 b and the operation buttons 72 e to 72 gon the upper surface of the housing 71.

On the other hand, a hollow portion is formed on a lower surface of thehousing 71. The hollow portion on the lower surface of the housing 71 isformed at a position where the index finger or the middle finger of aplayer is placed when the player holds the controller 7 with one handwhile directing a front surface of the controller 7 toward the markers8L and 8R. An operation button 72 i is provided on a rear slope surfaceof the hollow portion. The operation button 72 i is an operation sectionwhich functions as, for example, a B button.

An image capturing device 743 which is a part of the image captureinformation computing section 74 is provided on a front surface of thehousing 71. Here, the image capture information computing section 74 isa system for analyzing image data captured by the controller 7 todetermine a place having a high luminance in the image data and detect acenter-of-gravity position, a size or the like of the place. The imagecapture information computing section 74 has, for example, a maximumsampling cycle of about 200 frames/sec, and therefore, can track andanalyze relatively high-speed movement of the controller 7. A detailedstructure of the image capture information computing section 74 will bedescribed below. A connector 73 is provided on a rear surface of thehousing 71. The connector 73 is, for example, an edge connector which isutilized so as to be engaged and connected with a connection cable.

Here, in order to specifically describe the present invention, acoordinate system which is set with respect to the controller 7 isdefined. As illustrated in FIGS. 3 and 4, X, Y and Z axes, which areorthogonal to each other, are defined with respect to the controller 7.Specifically, a front-to-rear direction of the controller 7 (alongitudinal direction of the housing 71) is assumed to be the Z axis,and a front surface (a surface on which the image capture informationcomputing section 74 is provided) direction of the controller 7 isassumed to be the positive direction of the Z axis. A vertical directionof the controller 7 is assumed to be the Y axis, and a lower surface (asurface on which the operation button 72 i is provided) direction of thehousing 71 is assumed to be the positive direction of the Y axis. Alateral direction of the controller 7 is assumed to be the X axis, and aleft side surface (a side surface illustrated in FIG. 4, but not in FIG.3) direction of the housing 71 is assumed to be the positive directionof the X axis.

Next, an internal structure of the controller 7 will be described withreference to FIGS. 5 and 6. Note that FIG. 5 is a perspective view ofthe controller 7 (as viewed from a rear surface side thereof) where anupper housing (a portion of the housing 71) is cut away. FIG. 6 is aperspective view of the controller 7 (as viewed from a front surfaceside thereof) where a lower housing (a portion of the housing 71) is cutaway. FIG. 6 illustrates a perspective view of a base board 700 of FIG.5 as viewed from a bottom surface thereof.

In FIG. 5, the base board 700 is fixed inside the housing 71. On anupper major surface of the base board 700, the operation buttons 72 a to72 h, an acceleration sensor 701, the LEDs 702, an antenna 754, and thelike are provided. These are connected to a microcomputer 751 (see FIGS.6 and 7) via conductors (not shown) formed on the base board 700 and thelike. The microcomputer 751 functions to generate operation button data,depending on the operation button 72 a or the like, as an exemplarybutton data generating means of the present invention. This mechanism,which is a known technique, is implemented, for example, by themicrocomputer 751 detecting contact/disconnection of a conductor by aswitching mechanism, such as a tactile switch or the like, which isprovided under a key top. More specifically, for example, when anoperation button is pushed down to contact a conductor, a current flows.The microcomputer 751 detects the current flow to determine whichoperation button has been pushed down, and generates a signal, dependingon the operation button.

Also, by a radio module 753 (see FIG. 7) and an antenna 754, thecontroller 7 functions as a wireless controller. Note that a quartzoscillator 703 (not shown) is provided in the housing 71, and generatesa basic clock for the microcomputer 751 (described below). Also, theloudspeaker 706 and an amplifier 708 are provided on the upper majorsurface of the base board 700. Also, the acceleration sensor 701 isprovided on a left side of the operation button 72 d on the base board700 (i.e., a peripheral portion of the base board 700, but not a centerportion thereof). Therefore, the acceleration sensor 701 can detect anacceleration including a component due to a centrifugal force as well asa change in direction of a gravitational acceleration, depending on arotation of the controller 7 around the longitudinal direction as anaxis. Therefore, by predetermined computation, the rotation of thecontroller 7 can be determined based on the detected acceleration datawith satisfactory sensitivity by the game apparatus main body 3 or thelike.

On the other hand, in FIG. 6, the image capture information computingsection 74 is provided at a front edge on a lower major surface of thebase board 700. The image capture information computing section 74comprises an infrared filter 741, a lens 742, an image capturing device743, and an image processing circuit 744, which are arranged in thisorder from the front of the controller 7, and are attached on the lowermajor surface of the base board 700. A connector 73 is attached to arear edge on the lower major surface of the base board 700. Also, asound IC 707 and the microcomputer 751 are provided on the lower majorsurface of the base board 700. The sound IC 707 is connected to themicrocomputer 751 and the amplifier 708 via conductors formed on thebase board 700 and the like, and outputs an audio signal via theamplifier 708 to the loudspeaker 706, depending on sound datatransmitted from the game apparatus main body 3.

A vibrator 704 is attached onto the lower major surface of the baseboard 700. The vibrator 704 may be, for example, a vibration motor or asolenoid. The vibrator 704 is connected to the microcomputer 751 via aconductor formed on the base board 700 and the like, and its activationis switched ON/OFF, depending on vibration data transmitted from thegame apparatus main body 3. The activation of the vibrator 704 generatesvibration in the controller 7, so that the vibration is transferred to aplayer's hand holding the controller 7, thereby making it possible toachieve a so-called vibration-feature supporting game. Here, since thevibrator 704 is disposed somehow closer to the front of the housing 71,the housing 71 significantly vibrates while the player is holding thecontroller 7, so that the player easily feels vibration.

Next, an internal configuration of the controller 7 will be describedwith reference to FIG. 7. Note that FIG. 7 is a block diagramillustrating the configuration of the controller 7.

In FIG. 7, the controller 7 comprises the communication section 75 inaddition to the operation section 72, the image capture informationcomputing section 74, the acceleration sensor 701, the vibrator 704, theloudspeaker 706, the sound IC 707, and the amplifier 708.

The image capture information computing section 74 includes the infraredfilter 741, the lens 742, the image capturing device 743, and the imageprocessing circuit 744. The infrared filter 741 passes only infraredlight entering from the front of the controller 7. The lens 742 collectsinfrared light passing through the infrared filter 741 and causes thelight to enter the image capturing device 743. The image capturingdevice 743 may be, for example, a solid-state image capturing device,such as a CMOS sensor or a CCD, and captures infrared light collected bythe lens 742. Therefore, the image capturing device 743 captures onlyinfrared light passing through the infrared filter 741 to generate imagedata. The image data generated by the image capturing device 743 isprocessed by the image processing circuit 744. Specifically, the imageprocessing circuit 744 processes the image data obtained from the imagecapturing device 743 to sense a high luminance portion, and outputsprocess result data indicating a result of detection of positioncoordinates or an area thereof to the communication section 75. Notethat the image capture information computing section 74 is fixed to thehousing 71 of the controller 7, so that an image capturing directionthereof can be changed by changing the orientation of the housing 71itself. A signal depending on a position or a motion of the controller 7can be obtained based on the process result data output from the imagecapture information computing section 74, as described below.

The controller 7 preferably comprises the acceleration sensor 701 whichsenses accelerations along with three axes (X, Y and Z axes). Thethree-axis acceleration sensor 701 senses linear accelerations in threedirections, i.e., a vertical direction, a lateral direction, and afront-to-rear direction. In other embodiments, the acceleration sensor701 may be a two-axis acceleration detecting means which senses linearaccelerations along two axes in the vertical direction and the lateraldirection (or other direction pairs), depending on the type of controlsignals used in a game process. For example, the three- or two-axisacceleration sensors 701 may be of a type which is available from AnalogDevices, Inc. or STMicroelectronics N.V. The acceleration sensor 701 ispreferably of a capacitance type (capacitance coupling type) based on atechnique of MEMS (Micro Electro Mechanical Systems) obtained bymicromachining silicon. However, three- or two-axis acceleration sensors701 may be provided using a technique of an existing accelerationdetecting means (e.g., a piezoelectric type or a piezoelectricresistance type) or other appropriate techniques which will be developedin the future.

It is known by those skilled in the art that an acceleration detectingmeans used as the acceleration sensor 701 can sense only an acceleration(linear acceleration) along a straight line corresponding to each axisof the acceleration sensor 701. In other words, a direct output from theacceleration sensor 701 is a signal indicating a linear acceleration(static or dynamic) along each of the two or three axes. Therefore, theacceleration sensor 701 cannot directly sense physical properties, suchas a motion along a non-linear path (e.g., an are, etc.), a rotation, arotational motion, an angular displacement, a tilt, a position, anattitude, and the like.

However, it would be easily understood by those skilled in the art fromthe description of the present specification that further informationabout the controller 7 can be estimated or calculated by performing anadditional process with respect to an acceleration signal output fromthe acceleration sensor 701. For example, when a static acceleration(gravitational acceleration) is sensed, an output from the accelerationsensor 701 is used to perform a computation using a tilt angle and thesensed acceleration, thereby making it possible to determine a tilt of asubject (the controller 7) with respect to a gravity vector. Thus, byusing the acceleration sensor 701 in combination with the microcomputer751 (or other processors), the tilt, attitude or position of thecontroller 7 can be determined. Similarly, for example, when thecontroller 7 comprising the acceleration sensor 701 is dynamicallyaccelerated and moved by a player's hand, various motions and/orpositions of the controller 7 can be calculated by processing anacceleration signal generated by the acceleration sensor 701. In otherexamples, the acceleration sensor 701 may comprise an incorporation-typesignal processing device or other types of dedicated processing devicesfor performing a desired process with respect to an acceleration signaloutput from a built-in acceleration detecting means before outputting asignal to the microcomputer 751. For example, the incorporation-type ordedicated processing device, when used for detection of a staticacceleration (e.g., a gravitational acceleration) by the accelerationsensor, may be for converting a sensed acceleration signal into a tiltangle corresponding thereto (or other preferable parameters). Dataindicating the accelerations sensed by the acceleration sensor 701 isoutput to the communication section 75.

In other embodiments, as an acceleration sensor for detecting a motionof the controller 7, a gyro-sensor comprising a rotation element, avibration element, or the like may be employed. An exemplary MEMSgyro-sensor used in this embodiment is available from Analog Devices,Inc. As is different from the acceleration sensor 701, the gyro-sensorcan directly sense a rotation (or an angular velocity) about an axis ofat least one gyro-element included therein. Thus, since the gyro-sensorand the acceleration sensor are basically different from each other, oneof them is selected, depending on the individual application, andprocesses performed for output signals from these devices need to bechanged as appropriate.

Specifically, when a tilt or an attitude is calculated using agyro-sensor instead of an acceleration sensor, a significant change isrequired. Specifically, when a gyro-sensor is used, the value of a tiltis initialized during the start of detection. Thereafter, angularacceleration data output from the gyro-sensor is integrated. Next, theamount of a change in tilt is calculated from the initialized tiltvalue. In this case, the calculated tilt has a value corresponding to anangle. On the other hand, when an acceleration sensor is used tocalculate a tilt, the tilt is calculated by comparing the value of acomponent about each axis of a gravity acceleration with a predeterminedreference. Therefore, the calculated tilt can be represented by avector, and an absolute direction can be detected by the accelerationdetecting means without initialization. Also, whereas a value calculatedas a tilt is an angle when a gyro-sensor is used, the value is a vectorwhen an acceleration sensor is used. Therefore, when a gyro-sensor isused instead of an acceleration sensor, the tilt data needs to besubjected to predetermined conversion, taking into consideration adifference between the two devices. The properties of gyro-sensors aswell as the basic difference between the acceleration detecting meansand the gyro-sensor are know to those skilled in the art, and will notbe herein described in more detail. Whereas gyro-sensors have anadvantage of directly sensing rotation, acceleration sensors generallyhave an advantage over the gyro-sensor in terms of cost effectivenesswhen the acceleration sensor is applied to a controller as used in thisembodiment.

The communication section 75 comprises the microcomputer 751, the memory752, the radio module 753, and the antenna 754. The microcomputer 751controls the radio module 753 for wirelessly transmitting transmissiondata while using the memory 752 as a memory area during a process. Also,the microcomputer 751 controls operations of the sound IC 707 and thevibrator 704, depending on data from the game apparatus main body 3which is received by the radio module 753 via the antenna 754. The soundIC 707 processes sound data or the like transmitted from the gameapparatus main body 3 via the communication section 75. Also, themicrocomputer 751 activates the vibrator 704, depending on vibrationdata (e.g., a signal for switching ON/OFF the vibrator 704) or the liketransmitted from the game apparatus main body 3 via the communicationsection 75.

An operation signal (key data) from the operation section 72 provided inthe controller 7, acceleration signals (X-, Y- and Z-axis directionacceleration data; hereinafter simply referred to as acceleration data)from the acceleration sensor 701, and process result data from the imagecapture information computing section 74, are output to themicrocomputer 751. The microcomputer 751 temporarily stores the receiveddata (the key data, the X-, Y- and Z-axis direction acceleration data,and the process result data), as transmission data to be transmitted tothe communication unit 6, into the memory 752. Here, radio transmissionfrom the communication section 75 to the communication unit 6 isperformed in predetermined cycles. Since a game is generally processedin units of 1/60 sec, the cycle of the radio transmission needs to beshorter than 1/60 sec. Specifically, the game processing unit is 16.7 ms( 1/60 sec), and the transmission interval of the communication section75 employing Bluetooth® is 5 ms. When timing of transmission to thecommunication unit 6 arrives, the microcomputer 751 outputs transmissiondata stored in the memory 752, as a series of pieces of operationalinformation, to the radio module 753. Thereafter, the radio module 753modulates the operational information using a carrier wave having apredetermined frequency and emits the resultant radio signal from theantenna 754, by means of, for example, the Bluetooth® technique.Specifically, the key data from the operation section 72 provided in thecontroller 7, the acceleration data from the acceleration sensor 701,and the process result data from the image capture information computingsection 74 are modulated into a radio signal by the radio module 753,and the radio signal is transmitted from the controller 7. Thereafter,the communication unit 6 of the game apparatus main body 3 receives theradio signal, and the game apparatus main body 3 demodulates or decodesthe radio signal, thereby obtaining a series of pieces of operationalinformation (the key data, the X-, Y- and Z-axis direction accelerationdata, and the process result data). Thereafter, the CPU 30 of the gameapparatus main body 3 performs a game process based on the obtainedoperational information and a game program. Note that, when thecommunication section 75 is configured using the Bluetooth® technique,the communication section 75 can also have a function of receivingtransmission data wirelessly transmitted from other devices.

There are a number of game apparatus main bodies 3 and controllers 7 (alarge number of pieces for each are commercially available). Typically,each user possesses a game apparatus main body 3 and at least onecontroller 7. A controller 7 can be used as an input device for any gameapparatus main body 3. In other words, a controller 7 possessed by auser can be used as an input device for a game apparatus main body 3possessed by another user. However, in order to use a controller 7 as aninput device for a game apparatus main body 3, a communication linkneeds to be established between these devices. Specifically, a requestfor a link is transmitted from the controller 7 to the game apparatusmain body 3 (e.g., in a controller 7 which has not established acommunication link with any game apparatus main body 3, when anyoperation button of the operation section 72 is operated, a link requestis transmitted to the game apparatus main body 3). Thereafter, acommunication link is established between the game apparatus main body 3which has received the link request and the controller 7 which hastransmitted the link request, and connection identification information(e.g., a connection handle in Bluetooth®) is generated. Here, acommunication link can be established only for a previously registeredgame apparatus main body(s) 3. In other words, identificationinformation about a game apparatus main body 3 is previously registeredin the controller 7 (a memory in the controller 7; the memory ispreferably non-volatile) and/or identification information about thecontroller 7 is preferably registered in the game apparatus main body 3(a memory in the main body 3; the memory is preferably non-volatile).The controller 7 can transmit a link request only to the previouslyregistered game apparatus main body 3 (i.e., the controller 7 transmitsa link request including the identification information about thepreviously registered main body 3) and/or the game apparatus main body 3can receive a link request only from the previously registeredcontroller 7 (either permanently or temporarily registered as describedbelow) (i.e., the controller 7 transmits a link request including itsown identification information, so that the main body 3 can receive onlya link request having the identification information about thepreviously registered controller 7). Note that a method for previousregistration will be described below.

Here, in this example, a plurality of controllers 7 (four in thisexample) can be simultaneously used as input devices for a gameapparatus main body 3. Specifically, the game apparatus main body 3 (thecommunication unit 6) can simultaneously establish a communication linkwith a maximum of four controllers 7 (the communication sections 75). Inthis case, a connection handle is generated for each communication link,and is shared by the game apparatus main body 3 and a correspondingcontroller 7. Also, the game apparatus main body 3 can distinguish thecommunication links from each other by assigning a predeterminedidentification number (referred to as a channel number) to eachconnection handle. A correspondence relationship between the connectionhandles and the channel numbers is stored in a channel setting area inan internal memory (e.g., the main memory 33). Specifically, in thechannel setting area, a connection handle is stored for each channelnumber. When the game apparatus main body 3 has establishedcommunication links with a plurality of controllers 7, it is arbitrarilydetermined which channel number is assigned to which connection handle.For example, a channel number 1 may be assigned to a connection handlefor which a communication link is established in the first place, andthereafter, channel number 2, 3 or 4 may be assigned every time acommunication link is established. A controller 7, when transmittingoperational information of the operation section 72 or game data storedin the memory 752 to the game apparatus main body 3, adds the connectionhandle to the transmission data. The game apparatus main body 3 receivescommunication data having the connection handle set in the channelsetting area. Also, the game apparatus main body 3, when transmittingcontrol data or game data to the controller 7, adds the connectionhandle to the transmission data. Note that the identificationinformation for a controller 7 may be registered in the game apparatusmain body 3 when a communication link is established, without generatingconnection identification information (connection handle). In this case,the controller 7, when transmitting data, may add its own controlleridentification information to the transmission data, and the gameapparatus main body 3 may receive communication data having theregistered identification information. Alternatively, the game apparatusmain body 3, when transmitting control data or game data to thecontroller 7, may add the registered identification information to thetransmission data, and the controller 7 may receive communication datahaving its own identification information.

Next, the above-described method for previous registration will bedescribed. There are two registration methods. In the followingdescription, one of the methods is referred to as “permanentregistration”, and the other method is referred to as “temporaryregistration”. Firstly, the permanent registration method will bedescribed. A program for the permanent registration process (for a gameapparatus main body 3) is stored in a non-volatile memory (e.g., theflash memory 38) of the game apparatus main body 3, and is executed bythe CPU 30. A program for a controller 7 is stored in a non-volatilememory of the controller 7, and is executed by a processing section ofthe controller 7. In the permanent registration, when a user operates anoperation section a (not shown) of the main body 3, the game apparatusmain body 3 broadcasts predetermined data via the communication unit 6to the controller 7 present around the game apparatus main body 3, whilewaiting for a response from the controller 7. When there is a response,the game apparatus main body 3 performs a connection process withrespect to the responding controller 7. On the other hand, when anoperation section b (either an operation not shown or an operationshown) of the controller 7 is operated by the user, the controller 7waits for transmission of the predetermined data from the game apparatusmain body 3 present around the controller 7. When the controller 7receives the predetermined data, the controller 7 responds and performsa connection process with respect to the game apparatus main body 3which has transmitted the predetermined data. Thus, the game apparatusmain body 3 and the controller 7 are connected to each other.Thereafter, identification information (a Bluetooth® address or a MACaddress) is exchanged between the game apparatus main body 3 and thecontroller 7. Specifically, a Bluetooth® address, a MAC address or thelike is stored as unique identification information in each of thenon-volatile memories included in the game apparatus main body 3 and thecontroller 7. Thereafter, the game apparatus main body 3 receivesidentification information about the connected controller 7, and storesthe identification information into a controller registration area in anon-volatile memory (e.g., the flash memory 38) included therein. Thecontroller registration area is an area in which a plurality of piecesof identification information about controllers 7 which can be used forthe game apparatus main body 3 can be registered. On the other hand, thecontroller 7 receives identification information about the connectedgame apparatus main body 3, and registers the identification informationinto a main body registration area of a non-volatile memory (e.g., thememory 752) included therein. The main body registration area is an areain which a plurality of pieces of identification information about mainbodies which can be used by the controller 7 can be registered. A gameapparatus main body 3 performs the above-described registration processwith respect to a plurality of controllers 7, so that identificationinformation about the controllers 7 can be registered into thecontroller registration area of the game apparatus main body 3. Acontroller 7 performs the above-described registration process withrespect to a plurality of game apparatuses main bodies 3, so thatidentification information about the game apparatuses main bodies 3 canbe registered in the main body registration area of the controller 7.Note that the process of registering identification information about agame apparatus main body 3 into a controller 7 may be removed, dependingon a communication method.

Next, the temporary registration method will be described. In a mainbody 3, when a predetermined application (an application which is storedon the optical disc 4, is read out by a disk drive, and is executed, oran application stored in the flash memory 38) is executed, apredetermined command included in the application is executed by the CPU30, so that a process equivalent to when the operation section a isoperated by the user is executed. When an operation section c (or theoperation section b) of a controller 7 is operated by the user, aprocess equivalent to when the operation section b is operated by theuser is executed. Thereafter, a process equivalent to that describedabove is executed between the game apparatus main body 3 and thecontroller 7, so that identification information about the controller 7is registered into the game apparatus main body 3, while identificationinformation about the game apparatus main body 3 is registered into thecontroller 7. Note that, here, in the temporary registration, the gameapparatus main body 3 registers the identification information about thecontroller 7 into a controller registration area of a RAM 33, which is avolatile memory. In other words, the identification information aboutthe controller 7 registered by temporary registration is erased when thegame apparatus main body 3 is powered OFF. Note that the controlleridentification information registered by temporary registration may beerased with different timing (e.g., when an application is finished).Note that the identification information about the main body 3 isregistered by temporary registration into the same area in thecontroller 7 as when permanent registration is performed.

As described above, identification information about a controller 7which can be used for a game apparatus main body 3 is registered intothe game apparatus main body 3, while identification information about agame apparatus main body 3 which can be used for a controller 7 isregistered into the controller 7. Note that the process of registeringidentification information about a game apparatus main body 3 into acontroller 7 may be removed as in the permanent registration.

Next, an outline of a process assumed in a first embodiment will bedescribed. In the first embodiment, the user creates a facial image of acharacter object (hereinafter referred to as a character image) used ina predetermined game by executing an editor application (hereinafterreferred to as a character editor) in a game apparatus main body 3. Theprocess of the first embodiment relates to exchange of the characterimage between a plurality of game apparatus main bodies 3 via acontroller 7. Note that the editor application is stored in the flashmemory 38 (or anon-volatile memory (not shown) of the main body 3), andis loaded and executed in the main memory 33 when a menu application(not shown; stored in the flash memory 38 or a non-volatile memory (notshown) of the main body 3) is used to provide an instruction to start upthe editor application. The editor application may be stored on theoptical disc 4, may be read out by a disk drive, and may be loaded andexecuted in the main memory 33.

In the flash memory 38 of the game apparatus main body 3, two databaseareas are prepared as areas for storing the character image. One of thetwo database areas is referred to as a front character database(hereinafter referred to as a front DB), and can save character imagedata (hereinafter simply referred to as character images) of 100characters. The other is referred to as a back character database(hereinafter referred to as aback DB), and can save character images of10,000 characters. Character images stored in the front DB (hereinafterreferred to as front character images) can be freely edited by the user.A character image newly created by the user is saved into the front DB.In addition, character images can be viewed or erased. On the otherhand, character images saved in the back DB (hereinafter referred to asback character images) cannot be newly created or edited by the user,and can be only viewed and deleted. Character images can also betransferred from the back DB to the front DB. Note that, in this case,character images created by other users cannot be edited even when theyare stored in the front DB. In other words, the user can edit onlycharacter images created by itself of the character images saved in thefront DB. As image data for displaying a player character, the user canselect a desired character image from a list of character images savedin the front DB. As image data for displaying a non-player character, acharacter image is automatically randomly selected from the characterimages saved in the back DB.

Also, as described above, a controller 7 includes a memory 752.Therefore, a character image created by the user can be transmitted froma game apparatus main body 3 into the controller 7 and saved into thememory 752. Further, the character image stored in the memory 752 can beread from the controller 7 to another game apparatus main body 3, whichcan in turn utilize the character image. In other words, a characterimage can be moved and transferred between different game apparatus mainbodies 3 via a controller 7. In this case, although the back DB can saveas many as 10,000 character images as described above, the number ofcharacter images cannot be quickly increased by the user movingcharacter images using a manual operation. Therefore, by performing theprocess of this embodiment, the number of back character images saved inthe back DB can be quickly increased.

In this embodiment, the following operation is performed. FIGS. 8 to 10are diagrams for describing an outline of a character image transferprocess of this embodiment. In FIGS. 8 to 10, a controller 7 isconnected to a game apparatus main body 3 via wireless communication.Each game apparatus main body 3 has a front DB 334 and a back DB 339.

Initially, a user A uses its own game apparatus main body 3 a(hereinafter referred to as a game machine A) to execute an editorapplication (hereinafter referred to as a character editor) to create animage of a character's face (front character image). The created faceimage data is saved into a front DB area of the flash memory 38. A listof character images saved in the front DB area of the flash memory 38can be displayed. The user can select any of the character images, andcopy the selected character image to the memory 752 of a controller 7 a.In this case, as illustrated in FIG. 8, back character images saved inthe back DB 339 of the game machine A are copied to the memory 752 ofthe controller 7 a of the user A. In this case, a portion of the backcharacter images may be randomly selected, and the selected image may becopied. Alternatively, of the character images saved in the front DBarea, character images which have not been selected by the user may becopied to the memory 752 of the controller 7 a. Also in this case, aportion of the character images which have not been selected by the usermay be randomly selected and copied.

Next, the user A goes to the house of its friend (hereinafter referredto as a user B), carrying the controller 7 a. Thereafter, the controller7 a of the user A is connected to a game apparatus main body 3 b(hereinafter referred to as a game machine B) of the user B so that theuser A plays, for example, a tennis game (a game program 332 describedbelow; the game program is stored on the optical disc 4 or in the flashmemory 38) with the user B. In the tennis game, a character objecthaving a front character image possessed by each user is used as aplayer object of the user. In this case, by the CPU 30 executing acommand included in the game program, three character images in thecontroller 7 a of the user A are automatically copied to the back DB 339of the game machine B as illustrated in FIG. 9. Specifically, forexample, the automatic copying process is executed during the startup ofthe game program, or the automatic copying process is executed in aprogram routine of the game program in which the user selects a frontcharacter image. Note that, when the game program is executed by the CPU30, a list of character image data in the front character database ofthe flash memory 38 is displayed, the user is caused to select desiredcharacter image data from the list based on an operation of thecontroller 7, and a player character object (a character object operatedbased on an operation of the controller 7) is displayed using theselected character image data. Also, character image data randomlyselected from character image data in the back character database of theflash memory 38 is used to display a non-player character object (acharacter object operated by a computer control).

Thereafter, even after the user A leaves the user B's house, thecharacter images copied from the user A's controller 7 a remain in theback DB 339 of the game machine B as illustrated in FIG. 10. Thereafter,when the user B plays the tennis game by itself alone using the gamemachine B, objects for which the three character images of the user Aare used appear as non-player characters, such as spectators, in thegame screen.

Thus, in this embodiment, the number of back character images created byothers can be increased without the user intentionally performing anoperation for transfer and registration. As a result, a character objectfor which a character image created by another user is utilized can becaused to appear in a game. Thereby, for example, when the user Acreates a character image resembling its face, a character object havinga face resembling the face of a friend (the user A) of the user Bstealthily appears in a game, thereby making it possible to enhance theenjoyment of the game.

Next, a game process executed by a game apparatus main body 3 will bedescribed in detail. Firstly, data stored in the memory 752 of acontroller 7 and the flash memory 38 and the main memory 33 of the gameapparatus main body 3 during the game process will be described.

FIG. 11 is a diagram illustrating a memory map of the memory 752 of thecontroller 7. As illustrated in FIG. 11, a maximum of 10 pieces ofcharacter data 7521 are stored in the memory 752. Each piece ofcharacter data 7521 stores a character ID 7522, an automatic copyforbidding flag 7523, a front/back identifying flag 7524, characterimage data 7525, and the like. The character ID 7522 is a unique IDassigned during creation of each character. Specifically, when acharacter image is created by the editor application, the ID isgenerated by the CPU 30 executing the editor application based onidentification information about the game apparatus main body 3executing the editor application and a counter (a value of the counteris stored in the flash memory 38) which is incremented every time acharacter image is created in the game apparatus main body 3 (typically,the ID is the identification information+the counter value). Inaddition, a value of a timer (not shown) included in the game apparatusmain body 3 may be used, and the ID may also be based on the timer valuewhen the character image is created by the editor application. Thereby,each character image is assigned a unique ID. The automatic copyforbidding flag 7523 is a flag for indicating whether or not copying ispermitted for each character image. The front/back identifying flag 7524is a flag for identifying whether each piece of character data is offront character or back character (more specifically, a character imagestored in the front DB area of the flash memory 38 of a destination gameapparatus main body 3 is added with a flag indicating that the characterimage is of front character, by the CPU 30 executing the transferprogram, before being transferred to the memory 752 of a controller 7,and a character image stored in the back DB area of the flash memory 38of a sender game apparatus main body 3 is added with a flag indicatingthat the character image is of back character before being transferredto the memory 752 of a controller 7). The image data 7525 is a specificimage data of each character image.

The memory 752 also stores data required for various processes, such asdata relating to communication with a game apparatus main body, inaddition to the above-described various data.

FIG. 12 is a diagram illustrating a memory map of the flash memory 38 ofthe game apparatus main body 3. The flash memory 38 stores the front DB334, the back DB 339, and a main body copy forbidding flag 344.

The front DB 334 stores front character data 335 for 100 characters.Each piece of front character data 335 includes a character ID 336, anautomatic copy forbidding flag 337, a front character image data 338,and the like. The character ID 336 is a unique ID assigned when eachcharacter is created. The automatic copy forbidding flag 337 is a flagfor indicating whether or not copying is permitted for each characterimage. The front character image data 338 is specific image data foreach front character image.

The back DB 339 stores back character data 340 for 100 characters. Aswith the front character data 335, each piece of back character data 340includes a character ID 341, an automatic copy forbidding flag 342, backcharacter image data 343, and the like. These contents are similar tothe above-described front character data 335 and will not be described.

The main body copy forbidding flag 344 is a flag for indicating whetheror not a transfer process itself is permitted for each character image.The game apparatus main body 3, when the flag is ON, does not performautomatic transfer of a character image (transfer can be manuallyperformed by the user). This flag is set to be ON or OFF, depending on asetting by the user. Note that the main body copy forbidding flag 344and a process based on the flag may be removed.

FIG. 13 is a diagram illustrating a memory map of the main memory 33 ofthe game apparatus main body 3. The main memory 33 includes a programstorage area 330 and a data storage area 333.

The program storage area 330 is an area in which a program stored on theoptical disc 4 or a program in the flash memory 38 is loaded. This areastores various programs which are executed by the CPU 30, such as acharacter editor program 331, a game program 332, and the like. Thecharacter editor program 331 is a program for mainly creating game databased on a user's operation, and which causes the CPU 30 to execute thefollowing functions:

creating game data (character image data) based on a user's operation,and storing the game data into the flash memory 38;

moving or copying a desired piece of game data of pieces of game datastored in the flash memory 38 of the game apparatus main body 3, to thememory 752 of the controller 7 based on a user's operation;

moving or copying a desired piece of game data of pieces of game datastored in the memory 752 of the controller 7, to the flash memory 38 ofthe game apparatus main body 3 based on a user's operation;

moving or copying game data stored in the flash memory 38 of the gameapparatus main body 3 to the memory 752 of the controller 7 irrespectiveof a user's operation; and

moving or copying game data stored in the memory 752 of the controller 7to the flash memory 38 of the game apparatus main body 3 irrespective ofa user's operation.

The game program 332 is a program for executing a process for a gameplay using game data created by the character editor program, and whichcauses the CPU 30 to execute the following functions:

executing the process for the game play using game data stored in theflash memory 38 of the game apparatus main body 3 or the memory 752 ofthe controller 7, and using operational information about the controller7;

copying game data stored in the flash memory 38 of the game apparatusmain body 3 to the memory 752 of the controller 7 irrespective of auser's operation; and

copying data stored in the memory 752 of the controller 7 to the flashmemory 38 of the game apparatus main body 3 irrespective of a user'soperation.

Note that, typically, either the character editor program 331 or thegame program 332 is selectively stored into the main memory 33.

The character editor program 331 is a program corresponding to thecharacter editor for creating, editing, and transferring a character.The character editor executed by the program includes four processingmodes: a create mode; an edit mode; a view mode; and a transfer mode. Inthe create mode, the user can create a character image. In the editmode, a character image created by the user can be edited or deleted. Inthe view mode, a character image saved in the front DB 334 and the backDB 339 can be viewed and deleted. In the transfer mode, a characterimage can be transferred (moved or copied) between the controller 7 (thememory 752) and the game apparatus main body 3 (the flash memory 38) bya process described below.

The game program 332 is a program for executing a game process using acharacter image created by the character editor.

Character data stored in the flash memory 38 is copied to the datastorage area 333 as required by a game process or the like. In addition,the data storage area 333 stores data required for various processes,such as data relating to an edit process or a virtual game space (imagedata, etc), and the like.

Next, a character data transferring process executed by the gameapparatus main body 3 will be described with reference to FIGS. 14 and15. Note that FIG. 14 is a flowchart illustrating the character datatransferring process of the character editor. The flowchart illustratesa flow of a process performed by the CPU 30 executing the charactereditor program. For the sake of convenience, it is here assumed that acharacter image has been created by the character editor and is storedin the front DB 334. It is also assumed that back character images forseveral characters are already stored in the back DB 339.

A process of creating a character image in the character editor will bebriefly described. The character editor program stores a plurality ofpieces of basic-part image data for each part. Specifically, a pluralityof facial contour images, a plurality of mouth images, a plurality ofeye images, . . . (basic-part image data) a restored. Based on thebasic-part image data, a list of the basic-part images is displayed onthe monitor. The user operates the operation section 72 to select imagedata for each part from the list based on the operational information,and combine the selected pieces of image data for parts to generate acharacter image.

Initially, the CPU 30 executes a process for establishing acommunication link with the controller 7. Thereafter, in the gameapparatus main body 3, the CPU 30 starts up the character editor basedon a user's instruction, and goes to the transfer mode (step S1). Next,the CPU 30 reads only front character data (the front/back identifyingflag 7524 indicates that the data is of front character) of thecharacter data stored in the memory 752 of the controller 7, anddisplays the character image on the screen (step S2). Note that, when nocharacter data is stored in the memory 752 of the controller 7, amessage indicating such matter is displayed on the screen.

Next, the CPU 30 references the front/back identifying flag 7524 of eachpiece of character data of the controller 7 to determine whether or nota back character is present (step S3). As a result of the determination,when a back character is present in the controller 7 (YES in step S3),it is determined whether or not the main body copy forbidding flag 344of the game apparatus main body 3 is OFF (step S4). As a result, if themain body copy forbidding flag 344 is OFF, automatic copying to the mainbody 3 is permitted, and back character data (the front/back identifyingflag 7524 indicating that the data is of back character) in thecontroller 7 is copied to the back DB 339 of the flash memory 38 of thegame apparatus main body 3 (step S5). More specifically, the CPU 30transmits a request for transmission of the back character data via thecommunication unit 6 to the controller 7. In response to this, thecontroller 7 transmits the back character data to the game apparatusmain body 3. The CPU 30 receives and writes the data into the back DB339. By the process of step S5, the character data in the controller 7is transferred to the game apparatus main body 3 irrespective of thepresence or absence of a user's operation. Note that the character dataof the controller 7 may be transferred and written into the gameapparatus main body 3 no matter whether the character data is of frontcharacter or a back character.

Next, based on a user's operation, a process of transferring a frontcharacter between the controller 7 and the game apparatus main body 3 isperformed (step S6). Specifically, based on a user's operation,character data desired by the user is selected and moved from thecontroller 7 to the game apparatus main body 3, and character data ismoved from the game apparatus main body 3 to the controller 7.Initially, data stored in all areas of the memory 752 of the controller7 is transferred to the main memory 33 of the game apparatus main body3. Specifically, the game apparatus main body 3 transmits control datawhich instructs the controller 7 to transfer all data in the memory 752.In response to this, the data is transferred from the controller 7 andis stored into a predetermined area (hereinafter referred to as a “copyarea”) of the main memory 33. Next, the game apparatus main body 3references the copy area to display a character image list A on themonitor based on character data for which a value indicating “frontcharacter” is set in the front/back identifying flag, of the characterdata stored in the copy area. Thereafter, a process of selecting desiredcharacter data from the character image list A is executed by, forexample, moving a cursor, depending on an operation of the operationsection 72 of the controller 7. Thereafter, the selected character datais stored into a free area in the front character database of the flashmemory 38, and the character data is erased from the copy area. Also,the game apparatus main body 3 displays a character image list B on themonitor based on the character data of the front character database ofthe flash memory 38. Thereafter, a process of selecting desiredcharacter data from the character image list B is executed, depending onan operation of the operation section 72 of the controller 7.Thereafter, the selected character data is stored into a free area ofthe character data area of the copy area (in this case, a valueindicating “front character” is set in the front/back identifying flag),and is erased from the front character database of the flash memory 38.After the selection is finished, the data in the copy area istransferred to the controller 7, so that all areas of the memory 752 ofthe controller 7 are overwritten with the data.

Also, in this example, a plurality of controllers 7 can besimultaneously communication-linked to the game apparatus main body 3,and the move process may be executable between the currently connectedcontrollers 7 (the memories 752) and the game apparatus main body 3 (theflash memory 38). Specifically, when there are two currently connectedcontrollers 7 a and 7 b, the move process may be executed between thememory 752 of the controller 7 a and the flash memory 38 and between thememory 752 of the controller 7 b and the flash memory 38. In this case,the move process may be executed with respect to the connectedcontrollers 7 either one by one (method 1) or simultaneously (method 2).

In the method 1, initially, a controller 7 to be subjected to the moveprocess is selected from the currently connected controllers 7 on themonitor (e.g., the selection is performed based on operationalinformation from a specific controller (e.g., a controller having achannel number 1) of the currently connected controllers 7). The channelnumber of the selected controller 7 is stored into the main memory 33(“selected channel number data” (not shown)). Next, the selected channelnumber data and the channel setting area are referenced, and controldata for transferring data stored in all areas of the memory 752 istransferred to the controller 7 indicated by the selected channel numberdata. In response to this, data in the memory 752 is transferred fromthe controller 7 into the copy area of the main memory 33. Next, thegame apparatus main body 3 executes the move process while referencingthe copy area. In this case, when a process of selecting a desiredcharacter image from a character image list is executed, the selectionmay be performed based on operational information from a specificcontroller (e.g., the controller having the channel number 1) of theconnected controllers 7, or alternatively, the selection may beperformed based on operational information from the controller 7indicated by the selected channel number data (operational informationhaving a connection handle corresponding to a channel number indicatedby the selected channel number data). After the selection is finished,the data in the copy area is transferred to the controller 7 designatedby the selected channel number data, so that all areas of the memory 752of the controller 7 is overwritten with the data.

In the method 2, control data for transferring data in all areas of thememory 752 is transmitted to all of the connected controllers 7. Inresponse to this, data in the memory 752 of each controller 7 istransferred and stored into the copy area of the main memory 33. In thiscase, the copied data of the memory 752 received from each controller 7is added with the channel number of the controller 7, and the resultantdata is stored. Specifically, data in the channel setting area isreferenced, a connection handle added to data received from eachcontroller 7 is converted into a channel number, the channel number isadded to the data, and the resultant data is stored into the copy areaof the main memory 33. In other words, for each of the connectedcontrollers 7, the copied data of the memory 752 of the controller 7 andthe channel number of the controller 7 are stored into the copy area ofthe main memory 33. Note that, instead of the channel number, theidentification information (e.g., Bluetooth®) or the connection handleof the controller 7 may be added. Next, the game apparatus main body 3references the copy area to execute the move process (character imagelists of the connected controllers 7 may be displayed either one by oneor simultaneously). In this case, when a process of selecting a desiredcharacter image from a character image list is executed, the selectionmay be based on operational information from a specific controller(e.g., the controller having the channel number 1) of the connectedcontrollers 7. When a desired character image is selected from acharacter image list based on copied data added with the channel numberof a controller 7 of the connected controller 7, the selection may bebased on operational information about the controller 7. After theselection is finished, the copied data of the copy area, each piece ofwhich is added with a channel number, is transmitted to controllers 7corresponding to the respective channel numbers. Specifically, there aretwo linked controllers 7 a and 7 b, and the controller 7 a has a channelnumber of 1 and the controller 7 b has a channel number of 2. Copieddata a received from the controller 7 a is added with the channel number1 and the resultant data is stored into the copy area, while copied datab received from the controller 7 b is added with the channel number 2and the resultant data is stored into the copy area. Thereafter, acharacter image list a is displayed based on the copied data a, and acharacter image list b is displayed based on the copied data b, on themonitor. Thereafter, selection is performed with respect to thecharacter image list a based on operational information received fromthe controller 7 a, while selection is performed with respect to thecharacter image list b based on operational information received fromthe controller 7 b (selection may be performed with respect to thecharacter image list b based on operational information received fromthe controller 7 a). Thereafter, the updated copied data a istransferred to the controller 7 a corresponding to the channel number 1,while the updated copied data b is transferred to the controller 7 bcorresponding to the channel number 2.

Note that, in this example, data in the memory 752 of the controller 7is previously copied into the main memory 33, and the copied data isused to execute the above-described process, taking into considerationthe load of wireless communication. However, as another example, whendata in the memory 752 of the controller 7 is required for a process inthe game apparatus main body 3, an address for the required data may bedesignated to issue a transfer request.

Here, for front characters, when character data is transferred from thecontroller 7 (the memory 752) to the game apparatus main body 3 (theflash memory 38), a “move” process is performed, but not a “copy”process. Also, assuming that a front character is moved from thecontroller 7 to the game apparatus main body 3 in response to a user'soperation, when a character having the same ID as the character ID ofthe front character to be moved is present in the back DB 339 of theflash memory 38, character data having the ID is deleted from the backDB 339. In other words, there are no two characters having the same IDbetween the front DB 334 and the back DB 339. Also, when a frontcharacter is moved from the game apparatus main body 3 to the controller7, the user can set the automatic copy forbidding flag 337 to be ON.Note that, when the main body copy forbidding flag 344 is ON, theautomatic copy forbidding flag 337 is invariably set to be ON.

Next, the CPU 30 determines whether or not the user has issued aninstruction to end the transfer mode (step S7). As a result of thedetermination, if the end instruction has been issued (YES in step S7),then the CPU 30 determines whether or not the number of pieces of frontcharacter data saved in the controller 7 is 10 (step S8). If the numberis 10 (YES in step S8), the CPU 30 ends the transfer mode without afurther process (step S11).

On the other hand, if the number of front characters in the controller 7is not 10 (NO in step S8), the game apparatus main body 3 determineswhether or not the main body copy forbidding flag 344 is OFF so as todetermine whether or not character copying is permitted (step S9). As aresult of the determination, if the flag is OFF, i.e., copying ispermitted (YES in step S9), piece(s) of back character data 340, thenumber of which is (10—the number of front characters), are randomlyselected from the back DB 339 of the flash memory 38, the front/backidentifying flag is set to be a value indicating “back character”, andthe copied data in the main memory 33 is updated (thereafter, the copieddata is transferred to the controller 7, and the controller 7 stores thetransferred data into the memory 752) (step S10). In this case,overwrite copying is performed with respect to a back character(s) whichis already stored in the memory 752 of the controller 7. When copying ofthe back characters is finished, the CPU 30 ends the transfer mode.

On the other hand, as a result of the determination in step S9, when themain body copy forbidding flag 344 is ON (NO in step S9), automaticcopying is forbidden, so that the CPU 30 ends the transfer mode withoutcopying a back character (step S11). Thus, when the user performs afront-character transferring operation in the character editor, a backcharacter(s) is also automatically copied to the controller 7. Thus, thecharacter data transferring process by the character editor iscompleted.

Next, a character image transferring process when a game process (aprocess executed based on the program 332) is executed by the gameapparatus main body 3, will be described. Note that FIG. 15 is aflowchart illustrating the character image transferring process when thegame process is executed by the game apparatus main body 3.

For the process of FIG. 15, it is assumed that a user A who has saved acharacter image as a front character into a controller 7 by theabove-described process, goes to the house of its friend (a user B),carrying the controller 7. Thereafter, in a game apparatus main body 3possessed by the user B, a game which employs character images(hereinafter referred to as a “character image supporting game”) isstarted up so as to execute the process of FIG. 15. FIG. 15 illustratesa flow of a process executed by the CPU 30 executing the program 332.

Initially, when the character image supporting game is started up, theCPU 30 executes a process of establishing a communication link with thecontroller 7 (step S21). Specifically, since a controller identification(hereinafter referred to as a controller ID) which is set in eachcontroller 7 is transmitted to the communication unit 6, the controllerID can be used to recognize and identify a controller of each user. Itis here assumed that a controller 7 a of the user A and a controller 7 bof the user B are recognized.

Next, the CPU 30 reads character data saved in each controller (stepS22). Specifically, the CPU 30 transmits, to a controller 7 having aconnection handle corresponding to each channel number, control data fortransferring character data in the memory 752 of the controller 7, andthereafter, receives the character data from the controller 7.Thereafter, the CPU 30 adds to the received character data the channelnumber through which the character data has been received, and storesthe resultant data into a predetermined area of the main memory 33.

It is here assumed that character data is read from the controller 7 aof the user A. Specifically, character data corresponding to 10characters which is stored in the controller 7 a are read into the mainmemory 33.

Next, the CPU 30 determines whether or not the main body copy forbiddingflag 344 is OFF (step S23). As a result, if the flag is OFF, i.e.,copying is permitted (YES in step S23), only character data for whichthe automatic copy forbidding flag 337 is OFF of the character data ofthe controller 7 a which has been read in the main memory 33, is copiedinto the back DB 339 of the flash memory 38. In other words, only acharacter(s) in the controller 7 a for which copying is permitted iscopied into the back DB 339 of the game machine no matter whether it isa front character or a back character. On the other hand, when the mainbody copy forbidding flag 344 is ON (NO in step S23), automatic copyingis forbidden in the game apparatus main body 3 of the user B, so thatcopying from the controller 7 a is not executed. The CPU 30 causes theprocess to go to the next step S25.

If reading or copying of character data from the controller 7 isfinished, then the CPU 30 uses a character image of each piece ofcharacter data to display a screen for selecting a character to be usedin a game (step S25). Note that, here, the user can select only acharacter(s) stored in the front DB 334 of the game apparatus main body3 of the user B and a front character(s) stored in the controller 7 ofeach user.

In this case, when a plurality of controllers 7 are connected, characterselection screens for all of the connected controllers 7 may bedisplayed one by one (method 1) or simultaneously (method 2) so as toexecute the selection process.

In the method 1, initially, a target controller 7 is selected from theconnected controllers 7 on the monitor (e.g., the selection is performedbased on operational information from a specific controller (e.g., acontroller having a channel number 1) of the connected controllers 7).Alternatively, the connected controllers 7 may be selected successively.The channel number of the selected controller 7 is stored into the mainmemory 33 (“selected channel number data” (not shown)). Next, theselected channel number data and the channel setting area arereferenced, and control data for transferring data stored in all areasof the memory 752 is transferred to a controller 7 indicated by theselected channel number data. In response to this, data in the memory752 is transferred from the controller 7 into the copy area of the mainmemory 33. Next, the game apparatus main body 3 references the characterdata of a front character(s) stored in the copy area and the characterdata of a front character(s) stored in the flash memory 38 to display acharacter image list of these characters, and executes a process ofselecting a desired character image from the character image list basedon operational information from the controller 7 indicated by theselected channel number data (operational information having aconnection handle corresponding to a channel number indicated by theselected channel number data). After the selection is finished, theselected character data is set as character data corresponding to theselected channel number data (not shown; the set information is storedin the main memory 33).

In the method 2, control data for transferring data in all areas of thememory 752 is transmitted to all of the connected controllers 7. Inresponse to this, data in the memory 752 of each controller 7 istransferred and stored into the copy area of the main memory 33. In thiscase, the copied data of the memory 752 received from each controller 7is added with the channel number of the controller 7, and the resultantdata is stored. Specifically, data in the channel setting area isreferenced, a connection handle added to data received from eachcontroller 7 is converted into a channel number, and the channel numberis added to the data. In other words, for each of the connectedcontrollers 7, the copied data of the memory 752 of the controller 7 arestored, along with the channel number of the controller 7, into the copyarea of the main memory 33. Next, the game apparatus main body 3references the copy area to execute the character selecting process (thecharacter image lists of the connected controllers may be displayedeither one by one or simultaneously). In this case, when a process ofselecting a desired character image from a character image list isexecuted, the selection may be performed with respect to a characterimage list based on copied data added with a channel number of acontroller 7 of the connected controllers 7, based on operationalinformation from the controller 7. The selected character data is set ascharacter data corresponding to each channel number (not shown; the setinformation is stored in the main memory 33).

Specifically, there are two connected controllers 7 a and 7 b, and thecontroller 7 a has a channel number of 1 and the controller 7 b has achannel number of 2. Copied data a received from the controller 7 a isadded with the channel number 1 and the resultant data is stored intothe copy area, and copied data b received from the controller 7 b isadded with a channel number 2 and the resultant data is stored into thecopy area. Thereafter, a character image list a is displayed based onthe copied data a, and a character image list b is displayed based onthe copied data b, on the monitor. Thereafter, selection is performedwith respect to the character image list a based on operationalinformation received from the controller 7 a, while selection isperformed with respect to the character image list b based onoperational information received from the controller 7 b. A settingindicating that the character data selected from the character imagelist a is of the controller 7 a (channel number 1) is stored in the mainmemory 33, and a setting indicating that the character data selectedfrom the character image list b is of the controller 7 b (channel number2) is stored in the main memory 33.

Thereafter, when a game is started, a character selected by each user isdisplayed on a game screen, and a game process (e.g., a tennis game) isexecuted (step S26). Thus, the character data transferring process ofthe first embodiment is completed. More specifically, the game processis executed using character data which is set as character datacorresponding to the channel numbers 1 and 2, based on operationalinformation about the controllers 7 assigned the channel numbers 1 and2. Even more specifically, character images set as character datacorresponding to the channel numbers 1 and 2 are used to displayrespective player objects in a virtual space, and motions of theplayer-objects are controlled based on operational information about thecontrollers 7 assigned the channel numbers 1 and 2.

Thus, in the first embodiment, a front character created by the user Ais automatically stored as a back character via the controller 7 intothe game apparatus main body 3 of the user B. Further, a back charactercreated by another user is also copied via the controller 7 to a gameapparatus main body of still another user. For example, a frontcharacter created by the user A is copied via the controller 7 of theuser A to the back DB of the game apparatus main body 3 of the user B.Next, when the user B saves a front character created by itself into thecontroller 7, a character created by the user A is also saved as a backcharacter into the controller 7. Thereafter, if the user B links its owncontroller 7 to a game apparatus main body of a user C, characterscreated by the users A and B are automatically copied as back charactersto a back DB of the user C. Thus, by linking a controller 7 to a gameapparatus main body 3 of another user, characters created by one user orother users are copied to another game apparatus main body. The user canfeel as if back characters were proliferating, without being aware ofit. By applying the character images of these back characters tocharacters appearing in a game, the character images having variousindividual features created by users can be displayed in the game,thereby making it possible to provide novel enjoyment of a game bycommunication with others.

Note that, in the embodiment above, character data is transferred from acontroller 7 to a game apparatus main body 3 using a dedicated editorapplication (character editor). Transfer may be performed without such adedicated application or a user's transfer instruction. For example, aresident transfer program may be provided on background in a gameapparatus main body 3, and a transmission request signal may beregularly transmitted to a controller 7. In response to this request,character data may be transferred from the controller 7 to the gameapparatus main body 3 (all pieces of character data stored in the memory752 of the controller 7 may be transferred, only a front character(s)may be transferred, or only a back character(s) may be transferred). Thecharacter data transferred from the controller 7 is stored into a backcharacter area of the flash memory 38. Thereby, a back character can betransferred without a particular operation by the user.

As a part of the startup process of a game apparatus main body 3,character data may be transmitted and received between the flash memory38 of the game apparatus main body 3 and the memory 752 of a controller7. Specifically, identification information about the linked controller7 is stored in a non-volatile manner, and during a boot-up process whenthe game apparatus main body 3 is powered ON, a link to the controller 7stored in a non-volatile manner is established, and then thetransmission request is transmitted to the controller 7. In response tothis, character data may be transmitted from the controller 7 to theback DB 339. Thereafter, when copying to the back DB is finished, thenpiece(s) of back character data, the number of which is (10—the numberof front characters), may be randomly selected and overwrite-copied fromthe game apparatus main body 3 to the controller 7. Thereby, after thegame apparatus main body 3 is started up, a back character newly addedcan be quickly reflected and displayed in a predetermined game processor the like.

With timing of the controller 7 being connected to the game apparatusmain body 3, the transmission request may be transmitted from the gameapparatus main body 3. Since connection is established via radio wavesin this embodiment, the above-described transfer process may be executedwhen a link is established between the game apparatus main body 3 andthe controller 7. If a controller is of a wired-connection type, theabove-described transfer process may be executed when physicalconnection is established. Thereby, user's convenience can be improved.

Also, even when the character editor is not used, character data may betransferred in response to a user's operation of issuing an instructionto transfer character data in, for example, the character selectionscreen in a game process (the process of step S25 in FIG. 15). Further,in this case, if a plurality of controllers 7 are connected, a transferprocess may be executed only for a controller(s) 7 with which thetransfer instructing operation has been executed. For example, it isassumed that three controllers 7 a, 7 b and 7 c are connected to a gameapparatus main body 3. Assuming that the controller 7 b issues atransfer instruction as described above, front character data and backcharacter data may be transmitted and received only with respect to thecontroller 7 b, and character data may not be transmitted or receivedwith respect to the other controllers. Thereby, character data can betransmitted and received based on user's intention.

Also, assuming that character data in a controller 7 is moved or copiedto the flash memory 38, if a plurality of pieces of character data arealready saved in the controller 7, any piece(s) of the character datamay be selected by the user before being moved or copied. Note that theselected character data is stored as a front character into the flashmemory 38. In this case, thereafter, character data including characterdata which has not been selected (may include a selected character) maybe transferred and stored as a back character into the flash memory 38.Note that, in this case, the user may be able to select only a frontcharacter(s) in the controller 7. Also, assuming that character data inthe flash memory 38 is moved or copied to the controller 7, if aplurality of pieces of character data are already saved in the flashmemory 38, any piece(s) of the character data may be selected by theuser before being moved or copied. Note that the selected character datais stored as a front character into the controller 7. In this case,thereafter, character data including character data which has not beenselected (may include a selected character) may be transferred andstored as a back character into the controller 7. Note that, in thiscase, the user may be able to select only a front character(s) in theflash memory 38.

Further, the character editor may be provided with a function ofdeleting character data desired by the user of front characters in theflash memory 38. During execution of this function, when the user issuesan instruction to delete a front character in the flash memory 38, thefront character may be deleted from the front DB, and at the same time,the front character may be registered as a back character into the backDB 339. In other words, when a delete command is issued, a frontcharacter for which the deletion command has been issued may be movedinto the back DB 339, instead of deletion from the front DB 334.Thereby, the number of back characters can be increased.

Second Embodiment

Next, a second embodiment of the present invention will be describedwith reference to FIGS. 16 to 18. In the first embodiment above,character data is transferred via a controller to another game apparatusmain body. In contrast to this, character data is transferred via anetwork in the second embodiment. Note that a continuous connectionnetwork is used in this example. Note that the game apparatus main bodyof this embodiment has a functional block diagram and a hardwareconfiguration block diagram similar to those of the first embodiment(see FIGS. 1 to 7). Therefore, like parts are indicated by likereference numerals and will not be described in detail.

Firstly, a network environment according to the second embodiment of thepresent invention will be described. In this embodiment, game apparatusmain bodies are connected to each other via the continuous connectionnetwork. Each game apparatus main body 3 is operated 24 hours a day,including transition to a standby mode or the like.

The game apparatus main body 3 also has an electronic mail application(hereinafter referred to as a mail application) as a standard feature(the application program is stored in a non-volatile memory (e.g., theflash memory 38) of the game apparatus main body 3, and is executed bythe CPU 30). In the mail application, a transmission destination can beselected from an address book saved in the game apparatus main body 3(the flash memory 38) and an electronic mail can be transmitted to thedestination. Note that the electronic mail is transmitted and receivedusing, for example, a webmail system. In this mail application,character data (including at least a character ID and character imagedata) of a front character created by the user can be attached to amail. For example, by attaching character data of a character imageresembling the user, the user can send to others a mail to which aportrait of the user's face is attached.

Next, an outline of a transfer process assumed in this embodiment willbe described with reference to FIG. 16. FIG. 16 is a diagram fordescribing the outline of the transfer process via a network which isassumed in this embodiment. In FIG. 16, game apparatus main bodies 3 ato 3 d are connected to each other via the network. Each game apparatusmain body 3 has a front DB 334 and a back DB 339. It is here assumedthat a user A possessing the game apparatus main body 3 a transmits anelectronic mail to a user B possessing the game apparatus main body 3 b.In this case, the user A starts up the electronic mail application, andselects the user B as a destination address from address book data(hereinafter referred to as an address book) saved in the game apparatusmain body 3 a. Thereafter, the user A attaches to a mail a frontcharacter created as “facial portrait” by itself, and transmits themail. Specifically, when the CPU 30 is caused to start up and executethe electronic mail application, a list of front characters stored in afront DB 334 a is displayed on the monitor, based on data stored in thefront DB 334 a (character image data), desired data is selected from thedisplayed list based on operational information about the controller 7,and the selected character data is attached. In the game apparatus mainbody 3 b, a mail receiving application (this application program isstored in a non-volatile memory (e.g., the flash memory 38) of the gameapparatus main body 3, and is executed by the CPU 30) is started up, andthe CPU 30 (or a sub-CPU (not shown)) executes the application, so thatthe mail is received and saved into a reception box (a reception boxarea is provided in the flash memory 38). Thereafter, when the user Bstarts up an electronic mail application and causes the CPU 30 toexecute the application to open an electronic mail saved in a receptionbox, character data (a character image and a character ID of a “facialportrait”) which has been attached to the electronic mail, is copied tothe back DB 339 b of the game apparatus main body 3 b. Thus, when acharacter image of a front character is transmitted by an electronicmail, the front character is registered as a back character in areceiver, resulting in an increase in the number of back characters.

FIG. 17 is a flowchart illustrating a process of transferring characterdata according to the second embodiment. In the flowchart, S31 to S33indicate steps in which the electronic mail application is executed bythe CPU 30 of the game apparatus main body 3 a. S34 indicates a step inwhich the mail receiving application is executed by the CPU 30 (or asub-CPU (not shown)) of the game apparatus main body 3 b. S35 indicatesa step in which the electronic mail application is executed by the CPU30 of the game apparatus main body 3 b.

Initially, in a first game apparatus main body, the CPU 30 selects adestination address from an address book in accordance with adesignation operation by the user, and sets the destination address as atransmission destination for a mail (step S31).

Next, in response to the user's designation operation, the CPU 30attaches, to the electronic mail, character data of a front characterdesignated by the user (step S32).

Next, the electronic mail is transmitted in accordance with a user'stransmission instruction (step S33). The mail is saved into apredetermined mail server (not shown).

Next, the electronic mail is received by a second game machine (stepS34). As a reception method, for example, a method of regularlyaccessing the mail server to check arrival of a new mail is considered.The received mail is saved into a reception box of the second gamemachine.

Next, a user starts up a mail application in the second game machine. Inthis case, the CPU 30 accesses the reception box, and displays thearrival of a new electronic mail on the screen. When the user opens thereceived electronic mail, the CPU 30 copies a character image and acharacter ID in the electronic mail to the back DB 339 while associatingthe character image with the character ID (step S35). Thus, thecharacter data transferring process according to the second embodimentis completed.

Thus, a first user (the user A) sets a front character image created byitself as mail header information, and transmits the resultant mail to asecond user, so that the front character of the first user is saved as aback character into the game apparatus main body possessed by the seconduser. Therefore, the number of back characters can be increased only bytransferring a mail.

Note that transmission and reception of an electronic mail may beperformed without a user's operation, instead of control by user'sintention. For example, the CPU 30 may randomly select a transmissiondestination from an address book of its machine with predeterminedtiming. The CPU 30 may also randomly select a character image from thefront DB 334 or the back DB 339, set the character image in a mailheader, and create and send a blank mail without a main text(hereinafter referred to as a distribution mail).

FIG. 18 is a diagram illustrating a flow of transmission and receptionof the distribution mail without a user's operation. In this flow, S41to S45 indicate steps in which a distribution program (this applicationprogram is stored in a non-volatile memory (e.g., the flash memory 38)of a game apparatus main body 3) is executed by the CPU 30 or thesub-CPU (not shown) of a sender's game apparatus main body 3. S46indicates a step in which the mail receiving application is executed bythe CPU 30 or the sub-CPU (not shown) of a receiver's game apparatusmain body 3. S47 indicates a step in which the distribution program isexecuted by the CPU 30 or the sub-CPU (not shown) of the receiver's gameapparatus main body 3. Note that the distribution program iscontinuously executed by the CPU 30 or the sub-CPU when a game apparatusmain body 3 is active. Processes of S41 and thereafter are executed atset times based on a predetermined schedule. Note that the schedule datais set in the flash memory 38. Power may be supplied to the sub-CPU in asleep mode so that the distribution program is operated in the sleepmode.

Initially, in the first game machine, the CPU 30 randomly selects 20character images from the front DB 334 and 100 character images from theback DB 339 so as to select a character image to be transmitted (stepS41). Next, the CPU 30 selects a character image from a total of 120selected character images with equal probabilities (step S42).

Next, the CPU 30 randomly selects eight destination addresses from anaddress book saved in the first game machine to select transmissiondestinations (step S43).

Next, a distribution mail for the eight selected destination addressesis created (step S44). Specifically, the eight randomly selectedaddresses are set as transmission destinations. Thereafter, data of therandomly selected character image is attached along with the characterID of the character to the mail. The main text of the mail is leftblank. Note that a flag indicating a distribution mail may be added tothe main text or the header of the mail.

Next, the CPU 30 transmits the thus-created distribution mail (stepS45). Next, in a game apparatus main body 3 which is the transmissiondestination, a process of reception via the mail server is executed, andthe received mail is stored into a reception buffer (flash memory) (stepS46). The distribution program references the reception buffer to checkwhether or not a distribution mail is present (using the above-describedflag). If a distribution mail is present, character data attached to themail is copied to the back DB (step S47). In other words, when a gameapparatus main body 3 as a transmission destination receives theelectronic mail, a process of copying to the back DB is executed nomatter whether or not the user opens the mail.

As described above, in the second embodiment, transmission and receptionof a character image are automatically performed without a user'stransmission operation. In addition, all characters transmitted by asender are registered as back characters in a transmission destinationno matter whether the character transmitted by the sender is a frontcharacter or a back character. Therefore, the number of back charactersin each game apparatus main body can be increased while the user is notaware of it.

Third Embodiment

Next, a third embodiment of the present invention will be described. Inthe first embodiment above, character data in the flash memory 38 of agame apparatus main body 3 is transferred via a controller 7 to theflash memory 38 of another game apparatus main body 3. In the thirdembodiment, character data saved in a controller 7 is simply used in agame process. Note that the game apparatus main body of the thirdembodiment has a functional block diagram and a hardware configurationblock diagram similar to those of the first embodiment (see FIGS. 1 to7). Therefore, like parts are indicated by like reference numerals andwill not be described in detail.

Next, a process according to the third embodiment will be described. Agame assumed in this embodiment is a game in which players competeagainst each other, causing teams of monster characters to battle eachother. In this multiplayer competition game, initially, a process ofgenerating data of monster characters which are used by a user (e.g.,character images, ability data, etc.) is executed. The process may haveany specific contents. For example, a plurality of pieces of monstercharacter data may be prepared in a program, and the user may selectdesired data, or any character data may be selected when a predeterminedcondition is satisfied or may be determined using random numbers. Themonster character data (ability data) is changed when a game is played.For example, the monster character data is changed due to a battle withother monster characters. The monster character data is stored in themain memory 33 or the flash memory 38. The monster character data storedin the main memory 33 or the flash memory 38 can be moved or copied tothe memory 752 of a controller 7 as in the first embodiment. A user Agoes to the house of a user B, carrying the controller 7 which storesthe monster character data, and connects the controller 7 to a gameapparatus main body 3 possessed by the user B. The user B also connectsits own controller 7 to the game apparatus main body 3. The monstercharacter data stored in each user's controller 7 is read into the gameapparatus main body 3. Specifically, the game apparatus main body 3transmits, to each linked controller 7, control data for providing aninstruction to transmit the monster character data. In response to this,each controller 7 transmits its own monster character data to the gameapparatus main body 3. The game apparatus main body 3 stores the monstercharacter data transmitted from each controller 7 into the main memory33. Note that, regarding the user B, the monster character data may notbe read from the controller 7, and team data stored in the gameapparatus main body 3 possessed by the user B may be used. In this case,the game apparatus main body 3 stores the read monster character dataand information for identifying the controller 7 from which the monstercharacter data has been read (the channel number of the controller 7,the connection identification information, the unique ID of thecontroller 7, etc.) into the main memory 33 while associating themonster character data and the information. Thereafter, a process ofplaying a multiplayer competition game is executed using operationalinformation about each connected controller 7. In this process, as dataof a monster character operated based on operational information fromeach controller 7, monster character data stored in the main memory 33in association with the controller 7 is used. Specifically, in the mainmemory 33, identification information A for identifying a controller 7 ais added to monster character data read from the controller 7 a of theuser A, and identification information B for identifying a controller 7b is added to monster character data read from the controller 7 b of theuser B. Based on operational information from the controller 7 a, themonster character data added with the identification information A inthe main memory 33 is used to execute a process of operating a monstercharacter A, and based on operational information from the controller 7b, the monster character data added with the identification informationB in the main memory 33 is used to execute a process of operating amonster character B.

Note that, when a plurality of pieces of monster character data arestored in the controller 7, the plurality of pieces of monster characterdata are read into the main memory 33, and the user may select desiredmonster character data as a monster character which is used in themultiplayer competition game from the plurality of pieces of monstercharacter data. Also in this case, monster character data added with theinformation for identifying a controller 7 is stored in the main memory33. Data of a monster character selected based on operationalinformation from each controller 7 is monster character data associatedwith the controller 7 in the main memory 33. Specifically, for example,based on operational information from the controller 7 a, a process ofselecting a desired monster character from a plurality of pieces ofmonster character data added with the identification information A inthe main memory 33 is executed.

FIG. 19 is a flowchart illustrating a detail of a game process accordingto the third embodiment. In the flowchart, a multiplayer competitiongame program which is stored in the optical disc 4 or the flash memory38, is executed by the CPU 30. In FIG. 18, initially, monster characterdata for multiplayer competition is generated in the game apparatus mainbody 3 possessed by the user A (step S51). For example, the CPU 30executes a predetermined game program in accordance with a designationoperation by the user A. The user A plays in a “single-player mode” tocollect monster characters in a virtual game space. The monstercharacter data is stored into the main memory 33 or the flash memory 38.

Next, the CPU 30 copies the monster character data in the main memory 33or the flash memory 38 to the controller 7 (step S52). For example, whena team for multiplayer competition includes five monster characters,data about the team, such as data of the five monster characters, a teamname, and the like, are copied to the controller 7.

Next, it is assumed that the user A goes to the house of the user B,carrying the controller 7 which stores the monster character data. Agame program for multiplayer competition is executed in the gameapparatus main body 3 possessed by the user B. In response to this, theCPU 30 reads the monster character data stored in the controller 7 (stepS53). Next, the CPU 30 stores the read data and information foridentifying a controller 7 from which the data has been read, into themain memory 33 while associating the data with the information (stepS54).

Next, a predetermined game process is executed (step S55). In the gameprocess, the monster character accepts only operations from thecontroller 7 possessed by the user A. For example, it is assumed that alist of user A's monster characters and user B's monster characters isdisplayed on a monster character selection screen. In this case, forexample, it is assumed that the user B operates its own controller 7 toplace a cursor on a monster character of the user A, and pushes down aselection determining button. However, the CPU 30 identifies thecontroller ID of the controller 7 on which the selection determiningbutton has been pushed down, and invalidates the determination input. Inthis case, a message indicating that the character of interest cannot beselected may be displayed on the screen. Alternatively, even when theuser B operates its own controller 7, the cursor may be prevented frombeing placed on a monster character of the user A. Thus, the gameprocess according to the third embodiment is completed.

As described above, in the third embodiment, a controller and datastored in the controller can be used while associating the controllerwith the stored data. In addition, since a memory for storing data isintegrated with a controller, even when a user inputs its own data to agame apparatus main body other than a game apparatus main body possessedby the user, a controller of the user can be operated with respect tothe game apparatus main body possessed by another user, resulting in animprovement in user's convenience.

Since the above-described association has been obtained when data isread from a controller, multiplayer competition or the like can beperformed without displaying a character selection screen, resulting inan improvement in user's convenience. Conventionally, a list of readmonster data needs to be displayed, and each user needs to selectdesired monster data. However, as described above, a controller and dataread from the controller are stored in a game apparatus main body whilethe controller is associated with the data, so that multiplayercompetition can be quickly started without causing the user to execute alist display operation and a selection operation.

In addition, each user can operate a controller which the user is usedto operating, thereby making it possible to maintain conveniencedepending on each user. For example, if each user customizes a keyarrangement which facilitates operations or registers a finishing movecommand, by key configuration, the user can bring its own home operationenvironment to the house of a friend.

Note that only any of a plurality of monster characters stored in acontroller as described above may be selected and stored into a gameapparatus main body. For example, a controller data read screen isdisplayed, and on the screen, a list of monster characters in acontroller is displayed. Thereafter, in response to a user's selectoperation, only a selected monster character(s) may be read into a gameapparatus main body. Thereby, a memory area of a game apparatus mainbody can be reduced.

Data stored in a controller may not be copied to a game apparatus mainbody when a game process may be performed. For example, when data of acharacter for multiplayer competition is read, data in a controller maynot be stored into the main memory of a game apparatus main body, i.e.,the main memory may not be accessed to display a character.Specifically, a memory of a controller may be directly accessed to readdata, and a character may be displayed on a screen. Thereby, a memoryarea of a game apparatus main body can be reduced.

While the invention has been described in detail, the foregoingdescription is in all aspects illustrative and not restrictive. It isunderstood that numerous other modifications and variations can bedevised without departing from the scope of the invention.

1. A game system comprising a plurality of game apparatuses and an inputdevice capable of bidirectional communication with the game apparatus,wherein the input device comprises: a first storage section for storinggame data; a first communication section for communicating with the gameapparatus; a first reception control section for receiving game datafrom the game apparatus using the first communication section; a firstwrite control section for storing the game data received from the firstreception control section into the first storage section; and a firsttransmission control section for transmitting the game data stored inthe first storage section to the game apparatus using the firstcommunication section, each of the plurality of game apparatusescomprises: a second storage section for storing game data; a secondcommunication section for communicating with the input device; a secondtransmission control section for transmitting the game data stored inthe second storage section to the input device using the secondcommunication section; a second reception control section for receivinggame data from the input device using the second communication section;and a game process control section for executing a predetermined gameprocess using the game data received by the second reception controlsection.
 2. The game system according to claim 1, wherein each of theplurality of game apparatuses further comprises: a second write controlsection for storing the game data received from the input device by thesecond reception control section into the second storage section, andthe game process control section performs a predetermined game processusing the game data stored in the second storage section.
 3. The gamesystem according to claim 2, wherein the game process control sectionchanges the game data by performing a predetermined game process usingthe game data stored in the second storage section, and stores thechanged game data into the second storage section.
 4. The game systemaccording to claim 1, wherein the input device further comprises: anoperation section; and an operational information transmitting sectionfor transmitting operational information of the operation section to thegame apparatus using the first communication section, the game apparatusfurther comprises: an operational information receiving section forreceiving the operational information transmitted from the operationalinformation transmitting section using the second communication section,and the game process control section executes a predetermined processbased on the operational information.
 5. The game system according toclaim 4, wherein a plurality of the input devices can be connected tothe game apparatus, and the game process control section performs aprocess using game data stored in the first storage section of an inputdevice which has transmitted the operational information, based on theoperational information of each of the connected input devices.
 6. Thegame system according to claim 4, wherein the game system includes aplurality of the input devices, the input device and the game apparatusexecute a process of connecting the input device to the game apparatus,in cooperation with each other, the second reception control sectionreceives game data from the input device connected to the game apparatusto which the second reception control section belongs by the connectionprocess, and the operational information receiving section receivesoperational information from the input device connected to the gameapparatus to which the operational information receiving section belongsby the connection process.
 7. The game system according to claim 6,wherein the input device further comprises: an identificationinformation storing means for storing identification information, theinput device and the game apparatus performs, in cooperation with eachother, a registration process in which the identification information ofthe input device is registered into the game apparatus so as to enablethe input device to be connected to the game apparatus, the registrationprocess includes a first registration process of registering, into thegame apparatus, the identification information of the input device whichcan be connected to the game apparatus, in a non-volatile manner, and asecond registration process of registering, into the game apparatus, theidentification information of the input device which can be connected tothe game apparatus, in a volatile manner, and in the connection process:the input device transmits, to the game apparatus, connection requestdata added with the identification information of the input device; andthe game apparatus executes the connection process under a conditionthat the identification information included in the connection requestdata is identification information registered by the first registrationprocess or the second registration process.
 8. The game system accordingto claim 6, wherein the game apparatus performs the connection processwith respect to a plurality of the input devices so as to connect theplurality of the input devices thereto, the game apparatus and the inputdevice connected to the game apparatus hold connection identificationinformation for identifying the respective connections, the operationalinformation transmitting section transmits operational information addedwith the connection identification information indicating the connectionbetween the input device to which the operational informationtransmitting section belongs and the game apparatus, the firsttransmission control section transmits game data added with theconnection identification information indicating connection between theinput device to which the first transmission control section belongs andthe game apparatus, the operational information receiving sectionreceives the operational information added with the connectionidentification information indicating connection between the gameapparatus to which the operational information receiving section belongsand any of the input devices which is connected to the game apparatus towhich the operational information receiving section belongs, the secondreception control section receives game data added with the connectionidentification information indicating connection between the gameapparatus to which the second reception control section belongs and anyof the input devices which is connected to the game apparatus to whichthe second reception control section belongs, the game apparatus furthercomprises: a storage control section for storing the game data receivedby the second reception control section into a predetermined storagesection for each piece of the connection identification informationwhich is added to the game data, the game process control sectionperforms a process for each piece of the connection identificationinformation using the game data stored in the predetermined storagesection corresponding to the connection identification information basedon the operational information to which the connection identificationinformation is added.
 9. The game system according to claim 6, whereinthe game apparatus performs the connection process with respect to aplurality of the input devices so as to connect the plurality of theinput devices thereto, the input device holds identification informationthereof, and the game apparatus holds the identification information ofthe input device connected thereto, the operational informationtransmitting section transmits operational information added with theidentification information of the input device to which the operationalinformation transmitting section belongs, the first transmission controlsection transmits game data added with the identification information ofthe input device to which the first transmission control sectionbelongs, the operational information receiving section receives theoperational information added with the identification information heldby any of the input devices, the second reception control sectionreceives game data added with the identification information held by anyof the input devices, the game apparatus further comprises: a storagecontrol section for storing the game data received by the secondreception control section into a predetermined storage section for eachpiece of the identification information which is added to the game data,the game process control section performs a process for each piece ofthe connection identification information using the game data stored inthe predetermined storage section corresponding to the connectionidentification information based on the operational information to whichthe identification information is added.
 10. The game system accordingto claim 8, wherein the game process control section comprises: aselection section for causing a user to select, for each piece of theconnection identification information, desired data from the game datastored in the predetermined storage section corresponding to theconnection identification information, based on the operationalinformation added with the connection identification information, andthe game process control section performs, for each piece of theconnection identification information, a process using the game dataselected by the selection section corresponding to the connectionidentification information, based on the operational information addedwith the connection identification information.
 11. The game systemaccording to claim 9, wherein the game process control sectioncomprises: a selection section for causing a user to select, for eachpiece of the identification information, desired data from the game datastored in the predetermined storage section corresponding to theidentification information, based on the operational information addedwith the identification information, and the game process controlsection performs, for each piece of the identification information, aprocess using the game data selected by the selection sectioncorresponding to the connection identification information, based on theoperational information added with the identification information. 12.The game system according to claim 1, wherein the game process controlsection further comprises: a generation process section for generatinggame data, and the second write control section stores the game datagenerated by the generation process section into the second storagesection.
 13. The game system according to claim 4, wherein the firsttransmission control section transmits the game data stored in the firststorage section irrespective of the presence or absence of theoperational information of the operation section.
 14. The game systemaccording to claim 13, wherein the game apparatus further comprises: atransmission requesting section for transmitting a data transmissionrequest for transmission of game data with respect to the input deviceirrespective of the presence or absence of the operational information,the input device further comprises: a data transmission requestreceiving section for receiving the data transmission requesttransmitted from the transmission requesting section, and the firsttransmission control section transmits the game data stored in the firststorage section when the data transmission request receiving sectionreceives the data transmission request.
 15. The game system according toclaim 4, wherein the second transmission control section transmits thegame data stored in the second storage section irrespective of thepresence or absence of user's operational information.
 16. The gamesystem according to claim 6, wherein the first transmission controlsection, when the input device to which the first transmission controlsection belongs is connected to the game apparatus by the connectionprocess, transmits the game data stored in the first storage section tothe connected game apparatus.
 17. The game system according to claim 6,wherein the second transmission control section, when the game apparatusto which the second transmission control section belongs is connected tothe input device by the connection process, transmits the game datastored in the second storage section to the connected input device. 18.The game system according to claim 6, wherein the game apparatus furthercomprises: a transmission requesting section for transmitting a datatransmission request for transmission of game data to the input devicewhen the game apparatus to which the transmission requesting sectionbelongs is connected to the input device by the connection process, theinput device further comprises: a data transmission request receivingsection for receiving the data transmission request transmitted from thetransmission requesting section, and the first transmission controlsection transmits the game data stored in the first storage section whenthe data transmission request receiving section receives the datatransmission request.
 19. The game system according to claim 4, whereinpredetermined data stored in the second storage section includes databelonging to a first group and data belonging to a second group, thegame apparatus further comprises: a first selection section forselecting, based on a user's operation, at least one piece of game datafrom game data belonging to the first group of the game data stored inthe second storage section; and a second selection section forautomatically selecting at least one piece of game data from the gamedata stored in the second storage section, the second transmissioncontrol section transmits the game data selected by the first selectionsection and the game data selected by the second selection section tothe input device, wherein the game data selected by the first selectionsection and the game data selected by the second selection section aredistinguishably transmitted, the first reception control sectionreceives the game data selected by the first selection section and thegame data selected by the second selection section, the first writecontrol section writes the game data selected by the first selectionsection and the game data selected by the second selection section ofthe game data received by the first reception control section as gamedata belonging to the first group and game data belonging to the secondgroup, respectively, into the first storage section, the game apparatusfurther comprises: a third selection section for selecting, based on auser's operation, at least one piece of game data from the game databelonging to the first group stored in the first storage section; and afourth selection section for automatically selecting at least one pieceof game data from the game data stored in the first storage section, andthe second write control section writes the game data selected by thethird selection section as data belonging to the first group into thesecond storage section, and writes the game data selected by the fourthselection section as game data belonging to the second group into thesecond storage section.
 20. The game system according to claim 4,wherein the game apparatus further comprises: a first user selectionsection for selecting at least one pieces of game data from the gamedata stored in the first storage section based on an user's operation;and a first automatic selection section for automatically selecting atleast one piece of game data from the game data stored in the firststorage section, and the second write control section writes the gamedata selected by the first user selection section and the game dataselected by the second user selection section into the second storagesection.
 21. The game system according to claim 20, wherein the gameapparatus further comprises: a second user selection section forselecting at least one piece of game data from the game data stored inthe second storage section based on a user's operation; and a secondautomatic selection section for automatically selecting at least onepiece of game data from the game data stored in the second storagesection, the second transmission control section transmits the game dataselected by the first selection section and the game data selected bythe second selection section to the input device, the first receptioncontrol section receives the game data selected by the first selectionsection and the game data selected by the second selection section, andthe first write control section writes the game data selected by thesecond user selection section and the game data selected by the secondautomatic selection section, both pieces of the game data having beenreceived by the first reception control section, into the first storagesection.
 22. The game system according to claim 20, wherein the secondwrite control section can write data belonging to a first group and databelonging to a second group separately into the second storage section,and writes the game data selected by the first user selection section asdata belonging to the first group into the second storage section, andthe game data selected by the first automatic selection section as gamedata belonging to the second group into the second storage section. 23.The game system according to claim 19, wherein the game process controlsection further comprises: a generation process section for generatinggame data, and the second write control section stores the game datagenerated by the generation process section as data belonging to thefirst group into the second storage section.
 24. The game systemaccording to claim 22, wherein the game process control section furthercomprise: a generation process section for generating game data, and thesecond write control section stores the game data generated by thegeneration process section as data belonging to the first group into thesecond storage section.
 25. The game system according to claim 4,wherein the game apparatus further comprises: a first selection sectionfor selecting, based on a user's operation, at least one piece of gamedata from the game data stored in the second storage section; and asecond selection section for automatically selecting at least one pieceof game data from the game data stored in the second storage section,the second transmission control section transmits the game data selectedby the first selection section and the game data selected by the secondselection section to the input device, wherein the game data selected bythe first selection section and the game data selected by the secondselection section are distinguishably transmitted, the first receptioncontrol section receives the game data selected by the first selectionsection and the game data selected by the second selection section, thefirst write control section writes the game data selected by the firstselection section and the game data selected by the second selectionsection of the game data received by the first reception control sectionas game data belonging to the first group and game data belonging to thesecond group, respectively, into the first storage section, the gameapparatus further comprises: a fourth selection section forautomatically selecting at least one piece of game data from the gamedata stored in the first storage section; and a second write controlsection for storing the game data selected by the fourth selectionsection into the second storage section, and the game process controlsection performs a predetermined game process based the operationalinformation received by the operational information receiving sectionusing game data belonging to the first group of the game data stored inthe first storage section.
 26. The game system according to claim 19,wherein the game apparatus further comprises: a player character dataselecting section for selecting game data relating to a player characterfrom the data belonging to the first group of the game data stored inthe second storage section; a non-player character data selectingsection for selecting game data relating to a non-player character fromthe data belonging to the second group of the game data stored in thesecond storage section; and an object control section for causing theplayer object and the non-player object to appear in a virtual spaceusing the data relating to the player object selected by the playercharacter data selecting section and the data relating to the non-playerobject selected by the non-player character data selecting section. 27.The game system according to claim 22, wherein the game apparatusfurther comprises: a player character data selecting section forselecting game data relating to a player character from the databelonging to the first group of the game data stored in the secondstorage section; a non-player character data selecting section forselecting game data relating to a non-player character from the databelonging to the second group of the game data stored in the secondstorage section; and an object control section for causing the playerobject and the non-player object to appear in a virtual space using thedata relating to the player object selected by the player character dataselecting section and the data relating to the non-player objectselected by the non-player character data selecting section.
 28. Thegame system according to claim 24, wherein the game apparatus furthercomprises: a player character data selecting section for selecting gamedata relating to a player character from the data belonging to the firstgroup of the game data stored in the second storage section; anon-player character data selecting section for selecting game datarelating to a non-player character from the data belonging to the secondgroup of the game data stored in the second storage section; and anobject control section for causing the player object and the non-playerobject to appear in a virtual space using the data relating to theplayer object selected by the player character data selecting sectionand the data relating to the non-player object selected by thenon-player character data selecting section.
 29. The game systemaccording to claim 19, wherein the game process control section furthercomprises: an editing process section for editing the game data storedin the second storage section, and the editing process section can editonly the data belonging to the first group of the game data stored inthe second storage section.
 30. The game system according to claim 22,wherein the game process control section further comprises: an editingprocess section for editing the game data stored in the second storagesection, and the editing process section can edit only the databelonging to the first group of the game data stored in the secondstorage section.
 31. The game system according to claim 24, wherein thegame process control section further comprises: an editing processsection for editing the game data stored in the second storage section,and the editing process section can edit only the data belonging to thefirst group of the game data stored in the second storage section. 32.The game system according to claim 19, wherein the game apparatusfurther comprises: a user designation section for selecting game datafrom the data belonging to the first group of the game data stored inthe second storage section based on a user's operation; and an automaticdesignation section for automatically selecting game data from the databelonging to the second group of the game data stored in the secondstorage section, and the game process control section performs apredetermined game process using the data selected by the userdesignation section and the data selected by the automatic designationsection.
 33. The game system according to claim 22, wherein the gameapparatus further comprises: a user designation section for selectinggame data from the data belonging to the first group of the game datastored in the second storage section based on a user's operation; and anautomatic designation section for automatically selecting game data fromthe data belonging to the second group of the game data stored in thesecond storage section, and the game process control section performs apredetermined game process using the data selected by the userdesignation section and the data selected by the automatic designationsection.
 34. The game system according to claim 24, wherein the gameapparatus further comprises: a user designation section for selectinggame data from the data belonging to the first group of the game datastored in the second storage section based on a user's operation; and anautomatic designation section for automatically selecting game data fromthe data belonging to the second group of the game data stored in thesecond storage section, and the game process control section performs apredetermined game process using the data selected by the userdesignation section and the data selected by the automatic designationsection.
 35. The game system according to claim 19, wherein the fourthselection section performs the selection from a set including at leastone piece of data of the data belonging to the first group and at leastone piece of data of the data belonging to the second group of the gamedata of the first storage section, and the second write control sectionstores the game data selected by the fourth selection section as databelonging to the second group into the second storage section, no matterwhether the game data selected by the fourth selection section is databelonging to the first group or data belonging to the second group inthe first storage section.
 36. The game system according to claim 19,wherein the second selection section performs the selection from a setincluding at least one piece of data of the data belonging to the firstgroup and at least one piece of data of the data belonging to the secondgroup of the game data of the second storage section, and the firstwrite control section stores the game data selected by the secondselection section as data belonging to the second group into the firststorage section, no matter whether the game data selected by the secondselection section is data belonging to the first group or data belongingto the second group in the second storage section.
 37. The game systemaccording to claim 35, wherein the game apparatus further comprises: aforbiddance information setting section for adding, to the databelonging to the first group stored in the second storage section, moveforbiddance information indicating forbiddance of moving the data toother game apparatuses, and the first communication section does nottransmit the data added with the move forbiddance information of thedata stored in the first storage section.
 38. The game system accordingto claim 19, wherein the game apparatus further comprises: an eraseselection section for selecting data to be erased, from the databelonging to the first group stored in the second storage section, basedon a user's operation, the game apparatus changes data to be erasedwhich is selected by the erase selection section into data belonging tothe second group.
 39. The game system according to claim 22, wherein thegame apparatus further comprises: an erase selection section forselecting data to be erased, from the data belonging to the first groupstored in the second storage section, based on a user's operation, thedata to be erased which is selected by the erase selection section ischanged into data belonging to the second group.
 40. The game systemaccording to claim 28, wherein the game data is data relating to afacial image of a player object.